THE CARRION FIELDS BEGINNER’S GUIDE TABLE OF CONTENTS THE CARRION FIELDS BEGINNER’S GUIDE

Document Sample
THE CARRION FIELDS BEGINNER’S GUIDE TABLE OF CONTENTS THE CARRION FIELDS BEGINNER’S GUIDE Powered By Docstoc
					THE CARRION FIELDS
 BEGINNER’S GUIDE
                                                 TABLE OF CONTENTS
THE CARRION FIELDS BEGINNER’S GUIDE ........................................................................................ 1
TABLE OF CONTENTS ........................................................................................................................... 2
ABOUT THE GAME................................................................................................................................. 5
GAME RULES ......................................................................................................................................... 5
    Language and Profanity .................................................................................................................... 6
    In Character (IC) Speech .................................................................................................................. 6
GETTING STARTED QUICKLY ............................................................................................................... 6
  The Academy....................................................................................................................................... 7
  Quick Start for Newbies........................................................................................................................ 7
  City of Galadon .................................................................................................................................... 9
  Galadin Guild Directions..................................................................................................................... 10
GENERAL GAME CONCEPTS.............................................................................................................. 11
  Roleplaying ........................................................................................................................................ 11
    Alignment ....................................................................................................................................... 11
    Role ............................................................................................................................................... 13
    Description ..................................................................................................................................... 14
    Spheres .......................................................................................................................................... 15
    Laws Within Protected Cities .......................................................................................................... 20
  Empowerment and Worship ............................................................................................................... 21
    Available Immortals ........................................................................................................................ 22
  Getting Started with your Character .................................................................................................... 23
    Character Creation ......................................................................................................................... 23
    Your Character’s Hometown ........................................................................................................... 25
    Returning Home by Divine or Magical means .................................................................................. 25
    Attributes ........................................................................................................................................ 26
    Prime Attribute................................................................................................................................ 27
    Practices ........................................................................................................................................ 27
    Trains ............................................................................................................................................. 27
    Converting Between Trains and Practices: Gain Convert, Revert .................................................... 28
    Hitpoints, Mana, and Movement Points ........................................................................................... 28
    Character Skill Improvement ........................................................................................................... 28
    Character Levels ............................................................................................................................ 29
    Eating and Drinking ........................................................................................................................ 30
    Exploration ..................................................................................................................................... 30
    Armor Class ................................................................................................................................... 31
    Saving Throws................................................................................................................................ 31
    Outfit .............................................................................................................................................. 32
    Manipulating Objects and Equipment .............................................................................................. 32
  Determining the Nature of Objects...................................................................................................... 32
    Comparing Objects ......................................................................................................................... 32
    Using Lore (Fighting classes).......................................................................................................... 33
    Identify (Mage classes) ................................................................................................................... 33
    Appraise ......................................................................................................................................... 33
  Overview of Combat and Fighting System .......................................................................................... 34
    Consider......................................................................................................................................... 34
    Size ................................................................................................................................................ 34
    Damage ......................................................................................................................................... 34
    Escaping Combat ........................................................................................................................... 35
    Player Killing .................................................................................................................................. 36
    Death ............................................................................................................................................. 36
    Consequences of Entering Combat: Adrenaline .............................................................................. 37
  Game Economy: Currency, Exchange, Barter, Commerce.................................................................. 37
     Shops............................................................................................................................................. 37
     Currency ........................................................................................................................................ 38
     Exchange ....................................................................................................................................... 38
     Barter and Trading.......................................................................................................................... 39
     Commerce...................................................................................................................................... 39
  Informational System: Weather, Time, Affects, and Score .................................................................. 40
     Theran Calendar............................................................................................................................. 40
     Character Score and Affects ........................................................................................................... 41
  Game Differentiation Between Spells, Supplications, Songs, Powers ................................................. 42
  Limited Equipment ............................................................................................................................. 42
  Exiting and Saving the Game ............................................................................................................. 42
GAME INTERFACE AND NAVIGATION ................................................................................................ 43
  Overview............................................................................................................................................ 43
  Default or Automatic Actions and Settings .......................................................................................... 43
  Observation: Scan, Gaze, Examine, Look, Glance ............................................................................. 43
  Movement and Position: Rest, Sleep, Stand, Sit, Wake, Crawl ........................................................... 45
  Character Interaction .......................................................................................................................... 46
     Same-Room Characters: Say, Esay, Sayto, Whisper, Whisperto (WT) ............................................ 46
     Communication Independent of Room: Tell, Reply, Keepreply, Yell, Quiet, Deaf, Auction, Question,
     Answer, Channels, Music ............................................................................................................... 46
     Cabal Communications: CB, Sect, FC, Fortchannel ........................................................................ 47
     Emotes ........................................................................................................................................... 48
     Socials ........................................................................................................................................... 48
  In-Game Communications and Mail Systems ..................................................................................... 49
  Weapons Skills: Axe, Dagger, Flail, Mace, Polearm, Spear, Sword, Whip, Staff, Exotic ...................... 49
  Combat Defenses: Dodge, Parry Shield Block .................................................................................... 50
     Dodge ............................................................................................................................................ 50
     Parry .............................................................................................................................................. 50
     Shield Block ................................................................................................................................... 50
  Second Attack, Third Attack, Fourth Attack......................................................................................... 50
  Use of Magical Items: Wands, Staves, Scrolls .................................................................................... 51
  Basic Combat Lag Skills: Bash, Trip ................................................................................................... 51
  Breaking Free: Unbind, Untie, Untruss ............................................................................................... 51
  Mental Skills: Meditation, Trance ........................................................................................................ 52
  The Priests: Commune....................................................................................................................... 52
CLASSES.............................................................................................................................................. 52
  Overview............................................................................................................................................ 52
  Fighting Classes ................................................................................................................................ 53
     Warrior ........................................................................................................................................... 53
     Ranger ........................................................................................................................................... 62
     Assassin......................................................................................................................................... 63
     Anti-Paladin .................................................................................................................................... 63
     Thief ............................................................................................................................................... 64
     Bard ............................................................................................................................................... 65
  Empowerment Classes ...................................................................................................................... 67
     Healer ............................................................................................................................................ 67
     Paladin ........................................................................................................................................... 67
     Shaman.......................................................................................................................................... 69
     Druid .............................................................................................................................................. 69
  Mage Classes .................................................................................................................................... 69
     Transmuter ..................................................................................................................................... 69
     Shapeshifter ................................................................................................................................... 69
     Invoker ........................................................................................................................................... 71
     Conjurer ......................................................................................................................................... 73
     Necromancer .................................................................................................................................. 74
RACES.................................................................................................................................................. 74
 Overview............................................................................................................................................ 74
 Human ............................................................................................................................................... 75
 Dwarf ................................................................................................................................................. 75
    Tale of Dwarven Origin ................................................................................................................... 76
    Dwarf Speech ................................................................................................................................. 77
 Duergar.............................................................................................................................................. 77
 Elf (High-Elf) ...................................................................................................................................... 77
 Wood-Elf ............................................................................................................................................ 78
 Dark-Elf (Drow) .................................................................................................................................. 79
 Half-Elf and Half-Drow........................................................................................................................ 79
 Gnome............................................................................................................................................... 81
 Svirfnebli ............................................................................................................................................ 81
 Arial ................................................................................................................................................... 82
    Flight .............................................................................................................................................. 83
    Wingsweep..................................................................................................................................... 83
 Storm Giant........................................................................................................................................ 83
    Storm Giant Speech ....................................................................................................................... 84
    Storm Giant Background................................................................................................................. 84
 Cloud Giant........................................................................................................................................ 85
    Cloud Giant Speech ....................................................................................................................... 85
    Cloud Giant Background ................................................................................................................. 85
 Fire Giant ........................................................................................................................................... 86
    Lavawalk ........................................................................................................................................ 86
    Fire Giant Speech........................................................................................................................... 86
    Fire Giant Background .................................................................................................................... 87
 Felar .................................................................................................................................................. 87
 Orc .................................................................................................................................................... 88
    Berserker........................................................................................................................................ 88
    Orc Clanchief.................................................................................................................................. 89
 Minotaur............................................................................................................................................. 89
    Gore ............................................................................................................................................... 90
 Inherent Racial Abilities ...................................................................................................................... 90
CABALS ................................................................................................................................................ 90
    Cabal Philosophies ......................................................................................................................... 91
GETTING HELP IN-GAME .................................................................................................................... 92
 Praying For Help from Immortals ........................................................................................................ 92
    Four easy steps to praying to immortals .......................................................................................... 92
 Newbie Channel................................................................................................................................. 93
 Other Administrative Questions .......................................................................................................... 93
                                        ABOUT THE GAME
Welcome to Carrion Fields MUD! Adventure, politics and bloody war await you in this life of swords,
sorcery, deception, and honor.

Established in 1994, Carrion Fields has evolved immensely over the years. With over 200 areas (180
unique), 18 races, 16 classes, 11 cabals, and a solid playerbase we continually improve. Roleplaying is
enforced and playerkilling makes life a challenge when you battle for some of the rare items in the land.
Carrion Fields is completely free to play, and has a deep help system and a large Immortal staff for
assisting new players in learning the ropes.

This Guide contains many of the in-game helpfiles for your convenience. Since Carrion Fields is always
changing, you should visit the official Carrion Fields website at http://www.carrionfields.com or review the
in-game helpfiles as often as possible.



                                             GAME RULES
Breaking any of these rules may result in loss of equipment, deaths, deletion, and/or other consequences,
at the discretion of the staff. If a term is in all capital letters, it refers to a more detailed helpfile, e.g. 'help
roleplaying'. If you are in doubt as to the legality of an action, please pray and ask first.

* ROLEPLAYING is required. All communication between characters is In Character (IC), including TELLs,
NOTEs, etc. See also OOC.

* Do not exploit Out-of-Character (OOC) mechanisms to create an advantage in the game. This includes
cutting link or quitting to avoid consequences.

* Do not give, share, or trade characters or PASSWORDs to other players. Each character must have
only one player from birth until death.

* Using automation to play for you is not permitted. See BOTTING.

* You may only have one character logged in at any given time.

* If you have multiple characters, they therefore cannot meet, and will have no knowledge of one another.
Your characters cannot be family relations, recommend one another for cabals, etc. See MULTI-
CHARRING.

* Do not transfer items or money between your characters.

* If you know another player OOC, treat their character as you would any other. This disallows having
multiple characters 'attached at the hip'. See PERMAGROUP.

* If you spot a BUG, please notify the staff immediately, and do not exploit it.

* Offensive language is prohibited or discouraged, depending on use. See LANGUAGE for details.
Sexual harassment is not tolerated.

* Do not SPAM.
* Do not advertise or otherwise mention other games.

* Characters created strictly to annoy others will be removed.

* If a staff member makes a decision regarding rules or gameplay (in person or otherwise), you are
expected to comply with it.

* If you are aware of cheating, please report it to the staff via NOTE, email (see ADMIN), and/or PRAY.

Language and Profanity
LANGUAGE PROFANITY PROFANE OBSCENE OBSCENITY

Carrion Fields is dedicated to providing a pleasant gaming experience to all of its players, regardless of
their background. Some of our players are minors, and others have varying sensitivity to obscene
language. Experience has taught us that such language rarely adds to role-playing, and often detracts
from it. As such:

1) Language which denigrates people of a particular real-life race, ethnicity, religion, sexual orientation,
etc. is unacceptable.

2) Excessive use of profane language describing sexual or excretory bodily functions is also
unacceptable, particularly when directed at specific individuals.

3) Sexual harassment will not be tolerated. If both parties do not consent to the speech/socials/emotes,
then don't do them.

As with all rules, enforcement is subject to the judgment of the Immortal staff, and failure to comply with
the above may result in punishment, including denial of the offending character.

For guidelines on In-Character language, see SPEECH.


In Character (IC) Speech
SPEECH 'IC SPEECH'

Here on Carrion Fields, we strive to maintain a consistent, fantasy themed atmosphere. As such, we
expect you to speak as your character would at all times. While it is acceptable to have an "accent"
consistent with your role that shows up in how you spell your words, you should avoid speaking in
abbreviations, modern slang, and the like. If you wish to include a certain emotional state, use the
EMOTE command, and not "smileys" or other emoticons.

Examples:

(Good):
Garenth the surly dwarf says "Aye. I'm gonna dent m' mithril boot 'n the filthy orc's skull, I tell ya."
Garenth scowls in anger, and slams his flagon down on the table.

(Not Good):
Bob the conjurer says "R U grouped? Kewl if your not, dude. =P"

                             GETTING STARTED QUICKLY
The Academy
ACADEMY 'MUD SCHOOL' CAVERNS
Levels 1-5

The "Academy", or "Mud school" is an area designed for new characters and players. Its primary goal is
to teach new players about some of the finer points of the MUD, such as Cabals, Religion, Races,
Descriptions and so forth (See the individual help files on each for more information). The Academy is
open to any character of the fifth level or less. There is a cavern in it that is kept stocked with several
strange creatures that young adventurers will find good for the purpose of gaining their first few levels.
One will also find a guild master of his or her chosen profession in the academy to assist them in learning
their basic, early skills. There is also a shopkeeper inside the academy who will sell you some cheap,
basic food and water supplies to fuel you through your early days of adventuring. Anyone that completes
their travel through the academy will find themselves better prepared to enter Thera, more adept within
their guilds, and may possibly find gainful employment along the way. Once a character reaches level six,
he or she will be removed from the academy and will not be allowed back in.

FINDING THE ACADEMY: If you're ever lost and wish to return to the academy (below level six), you can
recall and look around near you, as there is usually an entrance to the academy near all recall points. If
you're still having trouble finding the academy from your recall point, you may read the help file for your
hometown (IE: "help Voralian City").


Quick Start for Newbies
NEWBIE1 'NEWBIE INFO' NEWBIE

Ah! Another mortal, seeking adventure. You should go through the Academy first to gain experience to
face the trials outside. Be sure to practice a weapon first in your guild room, or your stay with us shall be
very short indeed. Type 'equipment' ('eq') to see what you are wearing, 'inventory' ('i') to see what else
you have, 'skills' ('sk') to see your skills, 'spells' ('sp') to see your spells, 'supplications' ('sup') to see your
clerical powers, 'rehearse' ('reh') for bards, and 'commands' for a full list of commands. To communicate
with other characters, the basic commands you need to learn are 'say', 'tell', 'reply' and 'yell'.

When you encounter another player (PC), creature (NPC) or object, you can 'look' at it or 'examine' to
learn more. You can also 'scan' and look around you to see if there is any danger. During your first five
levels, 'outfit' will provide you with some basic supplies and maps.

In particular, you will want to read up on how to 'get', 'wear', 'remove', 'drop' and 'sacrifice' the items in the
world with which you will interact. This will also teach you how to 'put' items in containers. To find out
about more advanced ways to interact with other people and things, you will also want to learn about
'compare', '1.', 'consider', 'kill' and 'target'.

There are a variety of settings on you that can be toggled. For example, by default you will find yourself
looting everything you kill. To learn more about what you can do automatically, review 'autolist'.

Help is available on all commands and abilities. It is strongly recommended that you go through all the
helps at a low level, especially for first time mudders. (99.9% of questions are answered in the help files.)

See also: HELP, RULES, ACADEMY, "NEWBIE CHANNEL", SCORE, STATS, PRACTICE, TRAIN,
EXITS, OOC, LANGUAGE, MOTD, CREDITS

NEWBIE2 'NEWBIE 2'

Two of the best commands in the game are 'who' and 'where'. You should read the help file for each one
because you will be using them all the time looking for people to 'group' with or 'murder'.
Before you leave the Academy, you should take some time to learn about how 'experience' affects you
and what happens when (and I mean *when*) you die and become a 'ghost'. It is better to know ahead of
time what you are going to need to do when a fight does not go your way. You should also make sure you
have a 'description'.

While you must always be 'roleplaying', before you reach level 11 you are going to want to know the
'laws' and how 'playerkilling' works in Thera. Studying up on how you can 'target' may save your life.
Learning how to fight can be hard, so use these 'tips'.

You will find that to survive here requires some forethought on your part. Just like real life (RL), 'hunger'
and 'thirst' are a priority, especially when you are just getting started. Buy some food and water in the
Academy Shop. Make sure you practice your skills before you go on to the rest of the Academy or the
world.

*) 'CONSIDER' ('con') everything before attacking.
*) Take advantage of the "newbie shortcut" to Galadon: When you 'recall', you can go down to get to the
Academy. Going down again will take you to one of the Temples of Galadon.
*) Use the OUTFIT command to reequip after dying an untimely death.
*) Travel in a group when possible. Use the 'who newbie' command to find potential companions.

NEWBIE3 'NEWBIE 3' 'NEWBIE DIRECTIONS'

Here are some general directions to low level areas:
Aldevari:      East out of the East Gate of Galadon, take the first north after the second Crossroads.

Copeham Inn:      Just two west then south of the Eastern gate of Galadon.

Goblin Village: Go all the way south out of the South Gate in Galadon until you reach the edge of the
Rocky Cliffs. From there continue east and south several steps, until you spot a poorly concealed trail
leading east, and follow that right to the village. Watch out for goblin raiders along the way!

Graveyard:      Go through the gate on Holy Road (NW part of Galadon).

Inn of the Eternal Star: Go all the way out the north gate of Galadon, then west, north until you reach
the Crossroads, then east and take the first south. This is a place to go to relax and perhaps hear a story,
and it is for people of all ranks.

Kobold Warrens: Proceed out the northwest gate of Galadon (or just go north around the outskirts from
the west gate until just outside the NW gate). Go west into the forest and take the first north.

Loch Grynmear: From the Voralian City, head east down Silverpine Road until it ends. Go east, and
look for a path that leads up into the surrounding wooded hills.

Lumber Yard:      Two south from the Large Intersection in Galadon, then east.

Troglodyte Caverns: Straight south from Udgaard's south gate.

Vale of Arendyl: All the way north out the North Gate of Galadon, west, then continue 24 steps north,
one east, then go north to the Rolling Foothills, then three steps west, and the Vale lies due north of you.
Be wary of the falcons flying over head, they're hungry.

V'Dramir's Cove: From Arkham's Town Square, head north along Dragon Road. A short distance north
of town, look for a path heading west.

Consult your MAPS if you get lost; these are just a few of the areas for you to go to. In addition to these
areas, there are low level things to kill in most of the cities.

These AREAS are examples pulled from the list generated by using the command "areas 1 5". As you
get stronger, you could use the command "areas 5 10" to show a list of more advanced areas to seek out.

City of Galadon
GALADON GENERAL DIRECTIONS

How to get to Market Square from the various Galadon temples:

The Market Square of Galadon is one of the most crowded and often dangerous spots in Thera. It is
located at the intersection of Trade Road and High Road. If you are standing at the Temple of the Sun, it
is two paces east and three south. From the Temple of the Moon, it is four spaces west and four south.
Lastly, if you are at the Dark Temple in Galadon, it is two spaces west and two north.

To give you a general idea of the lay-out of Galadon:

River Road, Trade Road, and Holy Road all run east and west through Galadon. High Road runs north
and south, intersecting River Road at the Large Intersection and Trade Road at the Market Square. The
place that is likely to confuse new adventures to the city is Park Road, which circles the small park that
prohibits Holy Road and High Road from ever crossing. For this reason, you will find sections of High
Road to the north and south of Park Road, and parts of Holy Road off the eastern and western sections of
the Park Road loop.
Galadin Guild Directions
The following is a list of directions for the many guilds in and around Galadon:

Anti-Paladins' Guild - From Market Square, head three paces south, one pace west and one final pace to
the north.

Assassins' Guild - From Market Square, head east three paces, then north one pace and east one pace.

Bards' Guild - From Market Square, head three paces east, four paces north, and one pace east. From
there you will head north into the Inn, east past the bartender and north to locate your guildmaster.

Conjurers' Guild - From Market Square, head south six paces and then east to find the Conjurers' Guild.

Druids' Guild - Enter the Temple of Galadon by walking four paces north, two east, one north, two more
east, and another north, from Market Square. From here, the Druids' Guild is through the courtyard to the
north.

Healers' Guild - Enter the Temple of Galadon by walking four paces north, two east, one north, two more
east, and another north, from Market Square. The Healers' Guild is behind the oak door to the west.

Invokers' Guild - From Market Square, head east three paces, north two paces and east one pace.

Necromancers' Guild - From Market Square, head east three paces, then north three paces and east one
pace.

Paladins' Guild - The Paladins' Guild is located two paces north and one pace west from Market Square.

Rangers' Guild - From Market Square, head west to the western crossroads, then three paces north. The
Rangers' Guild will be to the west, about five paces.

Shamans' Guild - Enter the Temple of Galadon by walking four paces north, two east, one north, two
more east, and another north, from Market Square. The Shamans' Guild is behind the maple door to the
east.

Shapeshifters' Guild - From Market Square, head south six paces and then west to find the Shapeshifters'
Guild. Thieves' Guild - From Market Square, head three paces south, four to the east and one last pace to
the north to find the Thieves' Guild.

Transmuters' Guild - The Transmuters' Guild is merely two paces west and one south of Market Square.

Warriors' Guild - The Warriors' Guild is merely two paces east and one pace north of Market Square.

The Trainer - The Trainer in Galadon is a brisk four paces north, two paces east, and another three paces
north of the Market Square.

Orcs do not have a Berserker Guildhall in Galadon, and instead must return to their village to meet with
the Berserker Guildmaster. They can also train with a taskmaster in the Goblin Village (see help newbie3
for directions).

Keep in mind that while a guild is a place of relative safety, other members of the guild can attack you,
and enemies of other classes can potentially kill the guards and force entry.
                             GENERAL GAME CONCEPTS
Roleplaying
ROLEPLAYING 'ROLE PLAYING' ROLE-PLAYING

     Roleplaying means to create and act as another character. Much like in acting you develop another
persona and move them about this make believe world. As a character, you should constantly be in that
character's mind and say and act as that character would. Though you can adopt chracteristics from
yourself, the fun in playing a character is acting like someone else. This character is not you, so should
not say things you know about but that they couldn't, like the existence of airplanes or who one of your
other characters might know but the one you're currently playing doesn't. This basically means: keep
each characters' knowledge separate. Each character has their own memories and thoughts. There is
never a reason to say things that your character, as a real person, would not understand. This is called
speaking out of character (OOC). Do you sit around and talk about how many hit points your dog or friend
has? Neither would your character. This is a game, and a great deal of the enjoyment comes from playing.
Most of this playing should involve your role. It is up to you to create this role, you can be as simple or as
wild and creative as you like, the further you take it the better. Once you've created a basic character idea
start thinking of ways you can play it out. Does your character have any personality quirks? Maybe
they're afraid of sharp objects so they never use swords. What about speech characteristics or
mannerisms? These are up to you, and we expect you to create them. A strong emphasis will be placed
on roleplaying and anyone who expects to be in any worthy positions should have a strong character. If
you are having trouble creating a character go through the character creation helps, which lists questions
that you should answer and can apply to a roleplaying environment.

See also: 'CHARACTER CREATION' TIPS

Alignment
In the interest of attracting the right caliber of followers, the gods of Carrion Fields have outlined the
following alignments. See where you think you fit in.

Orderly Good: An orderly, strong society with a well-organized government can make life better for the
majority of the people. To ensure the quality of life, laws must be created and obeyed. When
people respect the laws, and try to help each other, society as whole prospers.

Orderly Neutral: Also believes in a strong, well-organized government, whether it is a tyranny or
democracy. Organization and regimentation bring benefits that outweigh any moral questions raised by
their actions.

Orderly Evil: The use of society and its laws for personal benefit. Structure and organization elevate
those who deserve to rule as well as provide a clearly defined hierarchy between master and servant.
Laws and societies are supported so long as they fit with personal concerns. Laws are obeyed out of fear
of punishment.

Neutral Good: A balance of forces is important, but the concerns of laws and chaos do not moderate the
need for good. The universe is vast and contains many creatures striving for different goals, so a
pursuit of good will not upset the balance. Fostering good may mean supporting an organized society, or
overthrowing the existing social order. Social structure has no innate value.

True Neutral: Almost impossible to find such people as the majority of people make judgments. It is their
duty to see that all of the forces (evil, good, law, and chaos) remain in balance. Alliances with such
people are odd, as they tend to switch sides as one side brings the other to the point of destruction.
Neutral Evil: The primary concern for such people is their own advancement. Working with others or on
their own, their only interest is getting ahead. Such people are known for their 'Me, Myself, and I'
personalities. No scruples, no conscience.

Chaotic Good: Strong individualists marked with a streak of kindness and benevolence. Goodness and
right matter, but there is little use for laws and regulations. Their actions are morally good but may not be
in perfect agreement with the rest of society.

Chaotic Neutral: There is no order to anything, even their own actions. Good and Evil are irrelevant
when making a decision. They are almost totally unreliable, except for the fact that you can rely on them
being like this. The true coin-flipper, they rely on fate and chance to lead them.

Chaotic Evil: The bane of all that is good and organized. Laws and governments are the tools of
weaklings unable to fend for themselves. The strong have a right to what they want, and weak are there
to be exploited. Leadership among CEs is based on power, with the leader capable of bullying his
underlings into obedience.

Each god may accept a follower based on these outlines.

See also: SPHERE RELIGION ETHOS MORALITY ROLEPLAYING

Morality
MORALITY GOOD NEUTRAL EVIL

GOOD

Ranging from the zealously pure to the commonly humble, the one thing all good-aligned characters have
in common in an awareness of morality and a desire to do what they perceive to be right. Regardless of
their ideals or motivations, these characters perceive their values as serving the greater good, and will
serve their cause with little concern to their own personal gain or welfare. In doing so, these individuals
will also try to avoid causing harm to innocent bystanders, instead focusing their aggression on those who
oppose their moral ideals. While a good-aligned character need not always be kind or honest or even
compassionate, he will be guided by an inner conscience that keeps his overall behavior in check.

NEUTRAL

Perhaps the most difficult alignment to define, neutrality can vary dramatically from one character to
another. While some possess ideals that might even be called noble, others live their lives guided by little
more than survival or apathy. While neutral characters may possess certain values, they are unconcerned
with moral consequences, and whether those values serve to the benefit or detriment of others is of no
concern to them. True neutrality is perhaps the most difficult alignment to uphold, and while some neutral
characters tend to display either good or evil tendencies, they never let their actions be too strongly
swayed by either morality or depravity. An ability to regard the world with true moral indifference is the
hallmark of neutrality.

EVIL

To be evil is to approach the world with selfish abandon; to seek pleasure, wealth, and power with little
regard as to how it affects anyone other than oneself. The most wicked may even go so far as find
enjoyment in the pain and suffering of others, but a blatant selfishness and disregard of morality
is enough. While those who are evil may sometimes possess lofty ideals, closer examination will reveal
that those ideals are driven solely by hatred, arrogance, and/or a desire for personal gain. While an evil
individual may possess some limited loyalties among those that serve their purposes or desires, trust
should be extended sparingly, as even the honorable among the wicked may cleverly twist a promise into
betrayal.
Ethos
ETHOS ORDERLY NEUTRAL CHAOTIC

You may have an orderly, chaotic, or neutral ethos. An ethos defines how you function and how you
believe the world works.

An orderly ethos binds one to a set structure of beliefs and methods – that everything occurs in life
because of a reason. "A place for everything and everything in its place" might be a typical catch phrase
used by an orderly person for they believe that structure and a precise accounting for all things is needed
to accomplish whatever goals they have in mind. Society needs to have order to be able to properly plan
and to have people act in concerted effort at whatever the controlling person's desire is. They believe
there is a prescribed method to accomplish all tasks.

A chaotic ethos does not bind a person to anything other than behaving chaotically. A chaotic person
desires random chance, confusion, and the unexpected in their own life and the world around them to
accomplish their goals. A chaotic person is free to act in whatever manner they so choose. The lack of
methodologies, plans, and habits allows the chaotic person to gain what they desire. Their actions are
done without thought to what the LAWS are or to deliberately oppose to them.

A neutral person believes in both, or neither, of the above outlooks on life and the world around.
Someone neutral of ethos has no set way of achieving goals. Whatever is most expedient, whether that's
a pre-defined method with strict constraints or a totally free, unplanned, and unpredictable situation, they
will use whatever seems fitting and proper at the time to accomplish their desires. The person neutral of
ethos may also choose to balance orderly and chaotic forces of the world as well. If they believe one side
is too strong, they will take up for the side that is lacking in an effort to bring a balance between the two
worldviews.

NOTE: Your ethos has no bearing on the RULES. Every player on Carrion Fields MUST obey ALL the
rules at ALL times.

Role
Syntax:
    role
    role + <message>
    role -
    role subject <subject>
    role add
    role clear
    role read <number>

The role command allows you to keep a record of the story and background of your character. You may
compose each chapter like a note with 'role +', 'role -', and 'role subject'. When you are satisfied with a
chapter, you may add it to your permanent role with 'role add.' If you want to clear the current chapter
you are working on, use 'role clear.' Role clear will not clear any chapters that have already been added
to your role. View your role chapter list as written to this point by simply typing role. To view an individual
chapter, just use 'role read <number>' where <number> is the listed number of that chapter. Your most
recent role chapter is always listed first (unlike notes), and if you are currently working on a role chapter, it
will be number '0'.

Like notes, there is a maximum size of your role text, so you need to guard against being overly verbose.
This is a single character's role, not a novel.

Immortals may view your role, but no mortal (save you) will be able to see it. You may use role for your
own benefit, as a place to record your character's background and significant events or turning points in
their lives. You may also use role as a way to explain the background, motivations, and roleplay of your
character to the immortals. This could potentially lead to being noticed or rewarded for actions that are
consistent with your character's role, if not obviously so. A sphere deception character pretending to be
something they were not, for example, could use role as a forum for explaining his/her true motivations
and personality.

Role is NOT a place to keep track of your characters kills or deaths (though a victory or defeat could
conceivably be a RP turning point for a character). Using it for this or otherwise abusing role will be
punished harshly.

Use of the role command is not mandatory on CF. Roleplaying, however, IS mandatory, and role can
help us determine if you are roleplaying exceptionally, poorly, or not at all, and reward accordingly.


Description

DESCRIPTION DESC DESCRIBE APPEARANCE
Syntax:
    description + <string>
    description -
    description clear
    description show

These four commands are used to create and alter your character's description, which is what people see
when they use the 'look' or 'examine' commands on you.

The commands work as follows:


'Desc show'       : Shows your current description to you. Same as 'desc'.
'Desc clear'      : Clears your entire description so you may start over.
'Desc + <string>' : Adds the <string> part to your current description.
                    The very first line and all subsequent lines are added
                    in the same way. 'Desc +' alone makes a blank line.
'Desc -'          : Removes the last line written to your description.

Note that the 'Desc +' command will only accept 79 characters maximum; anything over that will be cut
off, even if it's the middle of a word. This is to ensure that each line of a description is of an acceptable
length. (Standard telnet screens display a fixed-width font 80 characters wide.) You'll want to view your
description several times as you write it to ensure that this hasn't resulted in a loss of information.

In general, your description should say what people see when they look at you, your size, your stature,
what you are wearing, the color of your hair or eyes, distinguishing characteristics, the way you move, etc.
It may also say something of your background that would be apparent from your physical appearance. It
should not contain information that couldn't be determined without talking to you or casting spells on you
such as your history, thoughts, alignment, or motivations.

Your description may contain some small thing you do when someone looks at you, such as a smile, or a
nod, a blessing, etc. but you CANNOT do things like killing someone, or summoning them, or anything of
that nature. Keep in mind, you'd have to do these actions EVERY TIME someone looks at you, and many
times you may not be aware of their gaze.

For more guidance, see help on DESCRIPTION EXTRA

'DESCRIPTION EXTRA' 'DESC EXTRA'
Keep in mind that your description is often one of the first things someone notices about your character.
While the description's primary purpose is to establish a visual image that sets your character apart from
everybody else, it can also have the secondary purpose of being a great way to start conversations. Here
are some general tips for making yours work for you:

1) Readability matters. Keeping your description to 80 characters per line (including spaces) is the first
step toward making sure other people can read your description without undue effort. If you are playing
CF using a fixed width font (like Courier), you will notice that all of the rooms, objects, and other output is
formatted to 80 characters per line, and you can use this to guide how "wide" to make your description.

2) Proper capitalization, grammar, and spelling will make your description easier to read, and more
professional in appearance. Take a few extra moments to proofread yours.

3) Keep everything tangible. Your description should not include a statement of your characters beliefs,
thoughts, and goals, as no one will instantly know these things just by glancing at you. Instead, use
sensory cues that can tip off an observer. For example, a description should not include anything such
as "RangerBoy hates the cities of Thera." Instead, it might include sentences about weathered skin,
unkempt hair, an "outdoorsy" odor, and the like.

4) Minimize actions in your description. While it's acceptable to describe a few mannerisms or habits (the
way you walk, posture, etc.), you should avoid doing anything interactive in your description. For example,
shaking hands with another person assumes that you can see them, and that both of you want to shake
hands, so your description should not include anything in your description along the lines of "He stops
and shakes your hand." Also, keep in mind that many different types of people will look at you, and you
shouldn't assume much about what they think when they look. For example, "You think that this person
would be a good friend." simply does not work for a lot of people; Therans have a wide spectrum of
beliefs, and it's very unlikely that -everyone- would want to be your friend. A good rule of thumb is to
minimize the use of the words "you" and "your" in any description wherever possible.

5) While it's good to avoid specific pieces of gear in your description, it's fine to use clothing to add style
to the gear you are carrying. Make sure that the clothing is consistent with what you are actually wearing,
however -- generally speaking, it's best not to describe what is in your character's hands, as that changes
often. A shirt collar peeking out from beneath the armor, a signet ring, a robe worn over it, or a scabbard
at your belt are all good examples of acceptable ways to add color to your description.

6) Go for originality. Easier said than done, but it's the essence of a good description.


Spheres
SPHERE SPHERES

Typing Sphere by itself can have one of two effects... if you have not yet chosen a sphere, it will list your
choices. If you have already chosen one, it will tell you what it is. Skim through this file and the help files
on RELIGION as well as SHRINE and TATTOO before choosing. All characters must choose a sphere.

Think of your sphere as a birth sign, with power over your deepest thoughts. The Sphere you were born
under influences your character's personality in some fashion, though different people might be
influenced by the same sphere in different ways. While a character may be aware of his or her birth sign
from astrology and similar techniques, they are unaware of their precise Sphere. It is, however, part of
their core nature, and something that will always have a hand on their actions. Your personality should
reflect your choice of spheres, and it is likely something that shaped your character's early years as well.
Choose it carefully.

If you are a shaman, healer, druid, or paladin, also see the help file on EMPOWERMENT before choosing.
+-----------------------------+
|              |              |            Magic and Nature are opposing forces
|   N +---------------+       |            that surround the World:
|   A |                | M    |
|   T | Elements       | A    |            The Elements: Earth, Air, Fire, Water, Spirit
|   U | Para-elements | G     |
|   R | Quasi-elements| I     |            The Para-elements: Magma, Ooze, Ice, Smoke
|   E |                | C    |
|      +---------------+      |            The Quasi-elements: Lightning, Vacuum,
|              |              |                                Radiance, Salt, Ash,
+--------------^--------------+                                Dust, Steam, Minerals

FIGURE 1: The components of the World.

+-------------------------------------------------------------------+
| ^                                                                 |
| |                            +-----+                              |
| |               LIGHT        | The |                              |
| |                            | SUN |                              |
| |                            +-----+                              |
|-| -- -- -- -- -- -- -- +-----------------+ -- -- -- -- -- -- -- --|
| |                      | +-----------+ |      =================   |
| H                      | G| LESSER    |V |    |     PEACE     |   |
| E        The FORCES    | R| +-----+ |I |      =================   |
| A                      | E| | The | |R |                          |
| V                      | A| |WORLD| |T |                          |
| E =================    | T| +-----+ |U |      The FORCES          |
| N |      WAR      |    | E| VIRTUES |E |                          |
| S =================    | R+-----------+S |                        |
|-| -- -- -- -- -- -- -- +-----------------+ -- -- -- -- -- -- -- --|
| |                            +-----+                              |
| |                            | The |                              |
| |                SHADOW      | MOON|                              |
| |                            +-----+                              |
| V                                                                 |
+-------------------------------------------------------------------+

FIGURE 2: The Relationships of the Spheres

See also: 'THE ELEMENTS' NATURE MAGIC 'THE SUN' PEACE 'THE MOON' WAR
      'THE FORCES' 'GREATER VIRTUES' 'LESSER VIRTUES' WIZLIST


Spheres Representing The Forces
FORCES 'THE FORCES' PEACE CHAOS WAR BALANCE FATE 'SPHERE ORDER'

Order     The Sphere of Order strives for harmonious arrangement of the multiverse as dictated by
          divine rules. Discipline, rigid beliefs, and laws are all products of Order. As one of the
          Forces, Order holds sway over Peace and sweeps through the World and Heavens.

Peace      The Sphere of Peace floats in the gray between Light and Shadow, closer to the former.
           influenced by Order, this Sphere has no inherent interest in good or evil, rather its focus is
           on lack of conflict.

Chaos      The Sphere of Chaos seeks to render the multiverse a heterogeneous agglomeration of
           chance and randomness - a return to primordial entropy without distinct forms. Products of
               this Sphere are individuality, lawlessness, and the dissipation of universal truths. As one of
               the Forces, Chaos holds sway over War and sweeps through the World and Heavens.

War           The Sphere of War floats in the gray between Light and Shadow, close to the latter.
              Influenced by Chaos, this Sphere has no inherent interest in good or evil, rather its focus is
              on conflict and upheaval of stability.

Balance       The Sphere of Balance lies between Light and Shadow, Order and Chaos. All things are
              required for the World and Heavens to exist and to define themselves, so morality and ethics
              are of no importance other than to balance one another. As one of the Forces this Sphere
              seeks balance and moderation in all things.

Fate          The Sphere of Fate is perhaps one of the most mysterious of the Forces that sweep the
              World and Heavens. Fate affects all things for good or ill, mortal or immortal, and determines
              the course events shall take. Oracles dedicated to Fate can seek to read the threads of
              destiny.


Spheres of Nature
NATURE STORMS SEASONS FERTILITY 'SPHERE DEATH'

Storms       The Sphere of Storms gathers together the strength of the Elemental Spheres for Nature's
             destructive forces. Fire, Smoke, Magma, Lightning, etc. combine under the dominion of
             Nature to deal wide-sweeping damage to the World.

Seasons      The Sphere of Seasons embodies the cyclical change inherent in all of Nature. Growth and
             decay, the coming and passing of Time, these are the inherent characteristics of this Sphere.
              Under the dominion of Nature, this Sphere is tampered with when encountering the Sphere
              of Magic.

Death        The Sphere of Death, found subordinate to Nature, is the embodiment of decay and eventual
             demise of all mortal creatures. All mortal creatures must eventually meet with this Sphere's
             undeniable influence.

Fertility    The Sphere of Fertility is the embodiment of birth and growth of all living things under Nature.
             The propagation of species and plant life is controlled by this Sphere.


Spheres Influenced by the Sun
'THE SUN' REASON VIVIMANCY REVELATION MUSIC

Reason          The Sphere of Reason lies beneath the influence of the Sun and serves as the sum of
                the intellectual powers: comprehension, logic, and inference. Under the Sun it is
                influenced by but not subject to the Light.

Vivimancy       The Sphere of Vivimancy lies beneath the influence of the Sun and is strongly influenced by
                the Light (though not ruled by it). Its primary focus is on life-giving forces: regeneration,
                reincarnation, resurrection and restoration.

Revelation     The Sphere of Revelation, subordinate to the Sun and influenced by the Light, rules the
               gifts of divination, discovery, and enlightenment. Intuition is also affected by this Sphere.

Music          The Sphere of Music lies beneath the Sun but is not altogether influenced by the Light alone.
               Bards, minstrels, singers and musicians must tap into the power of this Sphere in order to
               create what is pleasing to the ear.
Spheres Influenced by the Moon
'THE MOON' POETRY DECEPTION NECROMANCY CONCEALMENT

Poetry        The Sphere of Poetry is ruled by the Moon. Though it is the least affected by Shadow, it is
              influenced by both Order and Chaos. Bards, poets, writers and lyricists channel their art
              through this Sphere, the wild-minded giving themselves over to its power.

Deception     The Sphere of Deception twists the truth so that it appears to be something different. Fraud
              and illusion are governed by this Sphere. Under the rule of the Moon, this Sphere is
              influenced by both Shadow and Chaos.

Necromancy The Sphere of Necromancy is ruled by the Moon and is strongly influenced by Shadow and
           Chaos. This Sphere tears at the boundaries between the live and dead, often conflicting
           with Nature to enact its power. Degeneration, accelerated decay, and reanimation are all
           driven by this Sphere.

Concealment The Sphere of Concealment, ruled by the Moon, lies deep within the influence of Shadow.
            Loss, prevention of disclosure and stealth use the power of this Sphere. Thieves, traitors,
            spies and assassins are often found to use this Sphere for their needs.

Spheres Relating to Peace

PEACE 'PEACE SPHERE' HEALING CREATION MERCY 'STRENGTH SPHERE'

Healing     The Sphere of Healing lies within the Sphere of Peace and is thus influenced, but not
            dominated, by both Order and Light. This Sphere is responsible for the mending of materials
            and the reparation of wounds.

Protection The Sphere of Protection encompasses all things that serve to guard or shield both mortal
           and inanimate subjects. Defense is of utmost importance, rather than reparation after
           damage. As this Sphere is within the Sphere of Peace, the influences of Order and Light
           often lead its power to shelter the weak from harm and to protect the community from assault.

Creation    The Sphere of Creation is responsible for that which is formed by mortal and immortal hands.
            Within the Sphere of Peace, Creation lies furthest from the Light and is but lightly influenced
            by Order. Imagination and motivation stir the forces of Creation.

Mercy       The Sphere of Mercy is the Sphere beneath Peace that is the most influenced by Light and
            Order. It is the source of compassion and forbearance. Those of this Sphere will often offer
            relief to the unfortunate and clemency to offenders.

Strength    The Sphere of Strength, ruled by the Sphere of Peace, is the culmination of might and
            enduring power that comes together into confidence and unassailability. It is influenced, but
            not ruled, by the Spheres of Order and Light.

Peace       The Sphere of Peace floats in the gray between Light and Shadow, closer to the former.
            Influenced by Order, this Sphere has no inherent interest in good or evil, focusing instead on
            a lack of conflict.

Spheres Reflecting the Greater Virtues

GREATER 'GREATER VIRTUES' HONOR DEDICATION KNOWLEDGE TRUTH PURITY GREED
JUSTICE JUDGEMENT LOVE
Honor        The Sphere of Honor is one of the Greater Virtues. Moral integrity is the most important goal
             of any who follow this sphere. Integrity, respect, esteem, and distinction are all products of
             this sphere.

Dedication     The Sphere of Dedication is one of the Greater Virtues. This sphere is concerned with
               being wholly committed to a cause or goal. Devotion, commitment, and concentration are
               all products of this sphere.

Wisdom         The Sphere of Wisdom is one of the Greater Virtues. The application of Knowledge to its
               best advantage is the purpose of this Sphere, to make prudent choices or cunning plans is
               to follow it.

Knowledge      The Sphere of Knowledge is one of the Greater Virtues. The collection of facts, truths, and
               other information is the purpose of this Sphere and is often seen ruling those that pursue
               the sciences and the arcane.

Truth         The Sphere of Truth is one of the Greater Virtues. Both universal and personal truth are of
              utmost importance to those born under this sphere. Fact, belief, intent, and understanding
              are all products of this Truth.

Purity       The Sphere of Purity is one of the Greater Virtues. Undistilled focus towards an end is the
             purpose of this Sphere, whether it be directed towards good or evil or any other aim.
             Reflection and perception are often required of those that follow this Sphere.

Greed        The Sphere of Greed is one of the Greater Virtues. Those that are ruled by this Sphere are
              ever hungry for greater material gain. Wealth and taking what one desires are of highest
              importance. This Sphere is often followed by thieves and politicians and may be met with
             material goods or power.

Justice      The Sphere of Justice is one of the Greater Virtues. Although sometimes confused with Law,
             this Sphere is above the rules and punishments of mortals. All that is of importance is that
             reaction be suited to action.

Judgement     The Sphere of Judgement is one of the Greater Virtues. Determination of value or truth
              and the weighing of events and facts in context are the goals of this Sphere.

Love         The Sphere of Love is one of the Greater Virtues. Both romantic and non-romantic love fall
             under the sway of this Sphere. Love takes many forms and can be associated with
             forgiveness, compassion and adoration.


Spheres Reflecting the Lesser Virtues

LESSER 'LESSER VIRTUES' BEAUTY ANGER COVETOUSNESS ENVY GLUTTONY HONESTY LUST
PASSION PRIDE SLOTH VANITY

Anger        The Sphere of Anger is one of the Lesser Virtues, beneath the Sphere of Rage. Those that
             link themselves with this Sphere are prone to outburst and fury, but their wrath is often more
             contained.

Beauty       The Sphere of Beauty is one of the Lesser Virtues. Aesthetics in all things both important
             and peripheral are of the utmost importance to those that serve this Sphere. Artists,
             architects, and other designers rely on this Sphere for inspiration.

Covetousness     The Sphere of Covetousness is one of the Lesser Virtues, beneath the Sphere of Greed.
                 Those that follow this Sphere desire what others have but often haven't the will or
                 opportunity to attain it.

Envy         The Sphere of Envy is one of the Lesser Virtues and is often associated with those that long
             to be someone or something they aren’t. Without fulfilling these desires those that follow this
             Sphere are tormented with painful or resentful awareness of what they lack.

Gluttony    The Sphere of Gluttony is one of the Lesser Virtues beneath the Sphere of Greed. Those
            that are ruled by this Sphere have insatiable appetites and are prone to over-indulge their
            hungers.

Honesty      The sphere of Honesty is one of the Lesser Virtues, beneath the sphere of Truth. Those who
             follow this sphere are also concerned with truth but on a more personal than universal level.

Lust         The Sphere of Lust is one of the Lesser Virtues, beneath the Spheres of Greed and Love.
             Physical desire is of utmost importance to those who are dedicated to this Sphere.
             Relationships are of secondary or no importance, often only providing a means to an end.

Passion      The Sphere of Passion is one of the Lesser Virtues, beneath the Sphere of Dedication.
             Those that link themselves with this Sphere hunger to fulfill whatever enlivens their heart or is
             nurturing to them, and do so without reticence.

Pride       The Sphere of Pride is one of the Lesser Virtues. Even when defeated, those that follow this
            Sphere keep their dignity and inner strength visible to those around them. The material world
            has less importance than the spiritual when speaking of this Sphere, as circumstance cannot
            lower value or quality.

Sloth       The sphere of Sloth is one of the Lesser Virtues. Those ruled by this sphere are
            characterized by inactivity. Indolence, laziness, and sluggishness are all products of this
            sphere.

Vanity       The Sphere of Vanity is one of the Lesser Virtues. Self-importance and self-advocation are
             products of this Sphere. Whether delusional or lucid, the thoughts of those that serve this
             Sphere revolve narcissistically around them.




Laws Within Protected Cities
LAWS LAW PROTECTOR

The laws of the land that shall be enforced by the Blood Tribunal are as follows:

*** The areas that are defined as protected by the jurisdiction of the Law are the entirety of Galadon,
Hamsah Mu'tazz, Voralian City, and Seantryn Modan. With the exception of the fifth law, the cities police
their own denizens, leaving the Blood Tribunal to focus on the actions of Adventurers and their servants.

1. Murder, Theft and Looting in a protected city are against the law. This includes looting the pit of
equipment that is not your own. You will be held responsible for your groupmate's actions.

2. No offensive area spells or harmful powers will be used in any protected area. This includes area spells
from charmed, summoned or attacked creatures.

3. Aiding known criminals in any way by directly giving them equipment, helping them to elude
punishment, killing tribunal guards, etc. will result in a WANTED flag.
4. Participating in an assault upon the Spire itself is considered a criminal act. Specifically, this means
striking at the Tribunal guardians or aiding others to do so is illegal, as is passing beyond the Tribunal
outer guardians and into the Spire itself at any time. If you are standing at the entrance to the Spire
without attempting to go beyond the guardian or harm members of the Spire, you may be warned to leave
by a Magistrate, then you will be flagged if you remain beyond a resonable time required to obey. The
only time it is legal to assault Magistrates inside the Spire, or the outer guardian of the Blood Tribunal, is if
the Tribunal holds your cabals item of power.

5. It is illegal to attack guildguards within a protected area.

Members of the Blood Tribunal will carry out enforcement of these laws. Being that the punishment of a
criminal is the supreme lawful act, Tribunal members may set aside any of the above laws during the
course of their duties, as long as innocents are not harmed.

Galadon, Hamsah Mu'tazz, Voralian City, and Seantryn Modan are defined by the 'where protector'
command.


Empowerment and Worship
EMPOWERMENT WORSHIP

Note: Empowerment classes are considered more complex than average, and are not recommended to
newer players.

Any clerical class (including paladins) needs to gain empowerment from a god before they can access
any of their more powerful supplications. There are a number of steps involved in gaining empowerment.
First and foremost, make sure you have a well-thought-out character with a GOOD DESCRIPTION. Think
carefully about why your character follows the sphere and how this sphere impacts their life. This aspect
of your character is what you should be developing from your first hour, not focusing only on gaining
levels.

You have until level 10 to choose a sphere. By then you should have a general idea of which path you
wish to follow, and if you have no idea, then now would be a good time to sit down and consider it. Read
the helpfiles on SPHERES and on RELIGION to see who fits where. Make sure you are roleplaying at
ALL times. People who just roleplay when they think they are being watched by their god will be shunned.

If you are a clerical class or a paladin and have not chosen a sphere and been empowered by level 10,
you will hit a roadblock. You will not be able to access new skills or supplications above 10th level. To
remedy this, you need to seek an audience with an immortal and convince them you deserve the powers
they grant.

The reason why empowerment exists is because we want priests to be part of a religion. This means that
your best bet is to have a sphere with a god, and to be a priest of a god. Yes, we will sometimes grant
empowerment to those who follow a sphere without a god, but be warned this happens ONLY if the
person follows something religiously. A healer of sphere healing will not be empowered simply because
they heal; they must actually worship something. For example, Chillius followed Gluttony religiously, and
worshiped Sog, whom he eventually freed from hell. Those who wish to follow this route be warned; only
ultra-elite roleplayers will be granted clerical powers. If you wish to try for this, write a note to immortal
explaining your beliefs and what you worship. Someone will eventually contact you in some form. It
would be advised for you to worship quietly often in someplace appropriate for this to take place, for we
will NOT seek you out while you are trying to level.

In all of these instances, you must remember to be respectful of the gods. If you pray constantly (more
frequently than every 15 minutes or so), you are only irritating the gods who are currently present. If you
treat empowerment as if it is your right, you will also soon learn that empowerment must be earned.
Finally, if you have no response from the god you are trying to gain audience with, post them a note about
yourself. No other god will be able to answer your questions about empowerment.

Empowerment must be earned in the first place and then you must continue to earn your empowerment
throughout your life in Thera. If you ever stray from the religion for which you have been empowered, all
of your powers will be cut off.

The ROLE command is a major aid to empowerment-seekers. It is strongly recommended that you read
the helpfile on this command and use it. Even just a few sentences about your character and his/her
beliefs/faith will prove extremely helpful to your potential empowerer in determining whether or not you
are roleplaying as well as whether or not your character fits their chosen religion. This, in turn, will
generally result in faster and better results for you.

Other HELPful HELP files : ROLE, RELIGION, SHRINE, SPHERE, TATTOO


Available Immortals
WIZLIST

Amaranthe
- Fertility, Seasons, Death

Aarn
- Dedication, Rage

Arvam
- Passion, Gluttony, Divination/Revelation

Corrlaan
- Mercy, Protection

Dalteric
- Peace, Reason, Judgment

Eshval
- Beauty, Creation, Concealment

Guerric
- Pride, Courage, Fate

Grurk
- Anger, Justice

Innis
- Music, Revelation/Divination, Vivimancy

Khasotholas
- Order, Death, Creation

Lyristeon (Dormant)
- Chaos, Deception, Wisdom

Muuloc
- Death, Fire
Ordasen
- War, Courage

Qaledus
- Greed, Concealment, Knowledge

Scarabaeus (Dormant)

- Purity, Truth

Sebeok
- Spirit, Fertility, Revelation/Divination

Shokai
- Strength, Destruction, Victory

Thrakburzug
- Covetousness, Gluttony, Rage

Valguarnera (Dormant)
- Dedication, Judgment, Truth

Yanoreth (Dormant)
- Time/Fate, Knowledge, Concealment

Zulghinlour
- Passion, Knowledge, Victory

See also SPHERE, EMPOWERMENT, PRAY EXTRA, and PANTHEON.

If you are looking for email addresses look under ADMIN, or use *immortal name*AT
carrionfieldsDOTcom.


Getting Started with your Character

Character Creation
To begin, start with your character's history, or background -- what your character was doing before they
started adventuring. Your past has a great influence on your present and future. Answer the questions as
completely as you can. One word answers probably won't help you very much. Nobody is going to make
your character for you, it is up to you to put in the effort to answer these and decide what your role is.

Question: Where does your character come from, or where were they born?

Note: This can be a place from Thera if you're familiar with it, or from somewhere else, possibly
something you made up. The idea is to choose a place that would give your character greater depth;
something that would add to their story, rather than just naming a place.

Example: Let us say we have a character who does not know where they were born because they were
kidnapped when they were very young. Unbeknownst to them, they were raised in the slave Mines of
Sitran. Your character escaped and started adventuring. They often speak in guttural tongues and spit
and act like a jaette, but hate jaette and trollkin. They also have a strong hatred for being underground
and often panic and become aggressive the longer they are underground. This will give us a place and
that place will directly affect how we act and how we play in certain environments, giving others a chance
to get a look into how our character acts when he spits like a jaette and goes berserk in a dungeon.

Question: Who were your character's parents?

Note: Maybe they were peasants and you were always broke and poor. Tired of such a life you broke off
to seek fame, so always dress and eat richly. You seek out expensive gourmet foods that the 'common
man' won't indulge in. Maybe you've kept your roots and have a strong need to help the weak and
oppressed, and are very giving with what you come upon. The idea here, as with all the questions, is to
create an answer that gives you more room to expand and add to your character. Simply answering they
were Mahn and Maple of the forest won't do you any good.

Question: At the time of your birth, did anything strange happen to you or were there any notable
occurrences?

Question: Do you have any strange deformities or scars? How did you get them?

Question: Do you have any strong likes or hatreds? How did you acquire them?

Questions: Does your character have any skills which they are naturally good or bad at, or that they
perceive themselves as being naturally good or bad at?

Question: What are your character's goals and desires for the future? Why did you set off adventuring?

Question: Did you character have a strange or influential mentor?

Question: Where did your character learn their class skills?

Question: Does your character have any personality quirks, physically or mentally that would be
considered abnormal? How did they acquire them? For Example: A limp or a head tick, or speak with a
lisp or drools uncontrollably.

Question: What are your character's feelings about the various power groups in Thera?

Note: This can be somewhat dictated by your alignment, class, and ethos, but doesn't have to be.
Maybe you're chaotic, but for some reason despise the way the Outlanders conducts themselves.
Perhaps your warrior has been treated well in the past by mages, so she likes them and can't understand
why some other warriors wish to kill them.

Question: What are your character's feelings about the various religions of Thera?

Note: Like the cabals question, your alignment, race, class, and ethos can come into play, but they don't
have to. Perhaps your thief finds the way followers of Qaledus single-mindedly pursue wealth obsessive
and foolish. Remember, interesting and different are good here.

Question: If your character were granted a wish, what would s/he wish for?

Question: What is your character's moral code? Alignment and ethos are big here, but not everything; a
chaotic evil character who finds murder and pillage acceptable but theft from the living immoral, for
example, is possible.

As a final thought remember that it's very well to put a character together from a list of traits, but to make
a character really live you need to put a tiny piece of yourself in them; a trait or feeling of your own, often
distorted or exaggerated. For example if you're really competitive when playing sports, your warrior might
take that kind of view about his/her fighting ability, always wanting to push things to see if they're the best,
always up for a challenge. It's this connection to you that's going to give the character a sense of feeling
or reality and because you're acting on something you know; it's going to reflect as being good or true to
the character. Give it some thought, reach into yourself and meld the character around the small part of
you that you want to expand upon and enjoy the game.

See also: ROLEPLAYING TIPS

Your Character’s Hometown
HOMETOWN HOMETOWNS REGISTRY 'HOME TOWNS' REGISTER

You can pick one of many cities as your hometown:

- Hamsah Mu'tazz, Galadon, Seantryn Modan, South Dairein, and Balator are for
all alignments.

- Voralian City and Evermoon Hollow are for good and neutral only.

- Arkham, Udgaard, Barovia and Dagdan are for evil and neutral only.

- Tir-Talath is for neutral only.

- Arial City is for cloud giants and arials only.

- Akan is for good and neutral dwarves only.

- Blackclaw is for felar only.

- Hillcrest is for neutral gnomes only.

- Darsylon is for good elves and half-elves only.

- Upper Cragstone is for neutral svirfneblin only.

- Orcs dwell exclusively in the Grinning Skull village.

- Wood-elves have unique wilderness-based hometowns.

Your hometown is where you will recall to (unless it is one of the smaller cities and you have been fighting
too recently) and is where the pit is to which your corpse will decay.

Everyone starts at the Academy, which is connected to most of the hometowns. If you wish to change
your hometown, visit the registry in Galadon, Udgaard or Seantryn Modan. There is a fee for this service,
and you may not be able to change residence into a town which is too crowded at the time.

Some of these hometowns have race and class restrictions beyond those discussed here. For example,
by decree of the Sultan, conjurers are not welcome in Hamsah Mu'tazz.

Directions to reach the Registry in Galadon from the Market Square are: 4north, 2east, 2north, 2west,
1north, 1east, 1south and then you are there.

For descriptions of most towns see: TOWNS

Returning Home by Divine or Magical means
RECALL
Syntax: RECALL
** Available only for those under level 10, unless you have just been slain **

RECALL prays for miraculous transportation from where you are back to the Temple of your hometown.
If you have been fighting very recently and your hometown is very small, you may instead go to the
nearest large city's temple.

RECALL costs half of your movement points.

RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a curse may not recall at all.

Attributes

Strength: A combat stat. Affects to a small degree how often you hit, how hard you hit, how heavy of
weapon(s) you may wield, and how much gear you may carry.

Intelligence: Affects how much mana per level you gain, how effectively you practice, how much mana
you regenerate per tick, and to a certain extent, how quickly you learn your skills, spells, or songs with
each use. Aids in learning from mistakes more frequently.

Wisdom: Determines how many practices you gain per level. Certain races cannot become very wise,
but ones who can benefit from doing so. Also affects mana gain per level to a small degree. Aids in
learning more from each of your mistakes.

Dexterity: Affects how many items you may carry, how hard you are to hit to a certain degree, and your
dodging potential.

Constitution: Affects your health, and how quickly you regenerate it. Having the strongest Constitution you
can achieve early on will help you throughout your life. For more information on Con, see HELP DEATH.

Charisma: Affects how well you relate with others. Influences morale of a group you lead, the effects of
bard songs and how well conjurers interact with their conjurations. Charisma is the only stat assigned to
you during character creation.

Stats can be improved through training, gear, and other magical affects.

See STATS2 for more information on stats.
See also TRAIN, 'GAIN CONVERT'

STATS2

Below level 20, your stats are only given in vague terms.

Stat powers are judged on the following scale, from strongest to weakest:

Strength     Intelligence    Wisdom      Dexterity    Const.     Charisma
----------------------------------------------------------------------------
Titanic      God-Like        Profound    Deft         Vigorous   Enchanting
Herculean    Super-Genius    Sagacious   Quick        Hearty     Disarming
Strong       Genius          Wise        Dextrous    Healthy    Charismatic
Average      Average         Average     Average      Average    Average
Weak         Slow            Dim         Clumsy       Weak       Repulsive
Infantile    Incompetent     Foolish     Hopeless     Sickly     Despised
You cannot raise your stats above their racial limits through magical means (items and/or spells).
Anything which would have raised your stats beyond their racial limit will still help offset any negative
affects you might encounter. For example, if your strength is at its racial maximum of 20
and you wear +4 strength clothes, your strength is still 20. However, if something were to affect you by -4
strength, your strength is still 20.

When you advance a level, your character is improved by the better of your natural stats or your adjusted
ones. For example, if your CON is naturally at 13, but you have increased it to 25 through magical gear or
spells, your character will improve as though your CON were naturally 25. Or if your WIS is naturally 20,
but your adjusted WIS is 14, you improve using the 20. If your natural CON falls to 3, your character will
die permanently.

'Max stats' are listed in the helpfile for each race. These are your racial limits and are not the same as
what you can initially receive during the character creation process. The stats given during the character
creation process are never fully maxed out across all the traits. You can TRAIN your stats up with training
sessions.


Prime Attribute
'PRIME ATTRIBUTE' 'PRIME STATISTIC'
The term 'prime attribute' refers to the attribute most often relied upon by a given class. For example,
Invokers most often use their Intelligence, so it is their prime statistic. This serves to let you know what
attribute is most important for a given character. Humans and half-humans have a higher maximum in
their prime attribute as well.

Practices
Syntax: PRACTICE
    PRACTICE <skill|spell|supplication|power>

PRACTICE without an argument tells you your learned and effective ability level in all the skills and spells
available to you. You can check this anywhere. Doing so in the same room as your guildmaster will also
showyou the cost for practicing each skill/spell/supplication. Your effective ability level will appear in
parentheses after your learned ability level.

PRACTICE with an argument practices that skill or spell. Use the full name of the skill or spell, and you
need not include quotes. Example:

practice detect invis

Your learning percentage will be at 75% once fully practiced at a guild master. You must be at a guild
master to practice and (after level 10) must also be able to pay for the practice time. Guildmasters in your
hometown will teach you at a lower cost. Practicing effects your learned ability level, not your effective
ability level.

The higher your intelligence, the more you will learn at each practice session, and the faster you will
improve skills while adventuring. The higher your wisdom, the more practice sessions you will have each
time you gain a level. Unused sessions are saved until you do use them.

Note: Bards use Rehearse

See also: SKILLS SPELLS REHEARSE POWERS SUPPLICATIONS 'SKILL IMPROVEMENT'

Trains
TRAIN TRAINING TRAINS TRAINER
Syntax: train <str int wis dex con hp mana mv>

TRAIN increases one of your attributes. When you start the game, your character has standard attributes
based on your class, and several initial training sessions. You can increase your attributes by using
these sessions at a trainer or certain guildmasters (there are several in Thera, including one in most
major cities). The Academy guild leaders are useful for this from levels 1-5.

TRAIN is different from PRACTICE. You TRAIN attributes at a trainer, and PRACTICE skills at a
guildmaster.

It takes one training session to improve an attribute, or to increase hp by 10, mana by 15, or mv by 25.
You receive one session every 5 levels.

At level 10 and below you can train for free. Above level 10 you must pay for the trainer's services.
Training mana, hp, and mv is more expensive than training your attributes. Training in your hometown is
slightly cheaper than training elsewhere.

The best attributes to train first are WIS and CON. WIS gives you more practice sessions when you gain
a level; CON gives you more hit points.

In the long run, your character will be most powerful if you train WIS and CON both to their maxes before
training anything else. Keeping your INT maxed helps you learn your skills/spells/supplications faster.

Converting Between Trains and Practices: Gain Convert, Revert
GAIN CONVERT REVERT

If you find yourself with more practices than you want but would like a training session, you can use 'gain
convert' to turn ten extra practices into a training session. You may also use 'gain revert' to turn an extra
train into ten practice sessions. A trainer will help you do either of these.

Hitpoints, Mana, and Movement Points
HP 'HIT POINTS' 'HIT POINT' M MANA MV MOVEMENT EXHAUSTED MOVES

Hit points are the amount of injuries one's body can withstand. When the body can no longer sustain
more, death results. Health can be recovered by allowing the body to rest, sleep, or by healing
communes.

Mana is the amount of energy one can put to use with their mind, in the casting of spells, communing of
supplications, or calling of powers. It also entails the ability to focus your mind to prepare. To regain
mental stamina, it is helpful to rest the mind by rest or sleep.

Movement is a measure of the distance you can travel before your body must receive rest to continue.
The terrain's ruggedness affects how much movement is needed to travel. If you run out of this, you will
be too exhausted to move further, and quite vulnerable.

Hunger, thirst, poison, illness, and other factors will cause you to regain these three more slowly, if at all.

Hit points and mana can be permanently increased by gaining a LEVEL, or by using TRAIN. Movement
points also increase permanently by gaining levels, and can also increase through EXPLORATION.

Character Skill Improvement
A number of factors go into determining the rate at which one of your character's skills improves. The
main factors are:
- Your intelligence (INT).
- The natural difficulty of learning the skill.
- Your level.
- Your current skill. It becomes harder to improve as you get closer to mastery (100%).
- 'Hostile' skills (weapons, defenses, things that cause combat, etc.) take into account the relative power
of your opponent. Fighting challenging battles sharply increases your chance of improvement.
- Invokers only: Your affinity for the element you are manipulating.

Character Levels
EXPERIENCE LEVEL LEVELS XP TNL

Experience (xp) can be earned in several ways:
 - Being part of a group that kills an NPC
 - Improving songs, skills, or spells
 - Completing some quests
 - Successfully raiding other cabals, or retrieving your own cabal's item
 - Exploring the world (See EXPLORATION)
 - Through profitable business (See COMMERCE)
 - As a reward from an Immortal
 - Personal milestones, such as joining a cabal for the first time

The experience you get from combat will depend on several things, including: how many players are in
your group, your level versus the level of the NPC, your alignment versus the NPC's alignment; how
many of this NPC have been killed lately, and some random variation. There is a big experience bonus
for groups of 3 and a small one for groups of 2. Orcs also receive an additional experience bonus when
grouped together.

Immortal reward of experience can be for a number of things, such as good roleplaying, a good
description, or a good role. These rewards are at the discretion of the observing Immortal, and do not
come when asked for! Along similar lines, Immortals may punish you through a loss of experience for
poor roleplaying, including going Out Of Character (see OOC).

You can use your PROMPT to keep track of how many experience points you need until your next level.
(This is abbreviated 'TNL' for 'To Next Level').

You lose experience by:
 - Killing good-aligned creatures if you are good-aligned
 - Being the target of certain spells
 - Dying to a creature (non-player)
 - Dying to a creature or player while flagged as WANTED.
 - As a penalty from an Immortal

See also: DEATH, COMMERCE, EXPLORATION, OBSERVATION

GAINING EXPERIENCE

As you gain experience, you will rise in stature within your guild. The amount of experience needed to
gain a level is calculated this way:
1) Determine the Base XP for a level 1 character of your race and class. This is equal to 1500 + class
penalty + race penalty. Call this Base XP.
2) Determine 20% of that amount. Call this the Level Adjustment.
3) The amount you will need to get to next level is: ((Current Level - 1) * Level Adjustment) + Base XP

Example 1:
A Human Warrior will have a Base XP of 1500 (1500 + 0 + 0), and a Level Adjustment of (1500 * 0.2) =
300xp.

To move from level 2 to level 3, the human warrior would need to earn ((2-1) * 300) + 1500 = 1800 xp.

To move from level 31 to level 32, The human warrior would need to earn ((31 - 1) * 300) + 1500 =
10,500 xp.

Example 2:
A Storm Giant Paladin will have a base XP of 2400 (1500 + 500xp racial
penalty + 400xp class penalty) and a level adjustment (2400 * 0.2) = 480 xp.

To move from level 6 to level 7, the storm paladin will need to earn
((6-1) * 480) + 2400) = 4800 xp.


Eating and Drinking
DRINK SIP EAT FILL EMPTY FOOD HUNGER HUNGRY THIRSTY 'ACQUIRING WATER'
Syntax:
    drink <object>
    sip <object>
    eat <object>
    fill <object>
    empty <object>

When you are thirsty, DRINK something. Different liquids will have different abilities to quench your thirst;
fresh water is always a good standby. Alcoholic beverages are poor thirst-quenchers. (See HELP
ALCOHOL.)

When you are hungry, EAT something. Different foods will be more or less filling. Most towns have at
least one place to purchase food, and many vendors exist outside of towns as well.

If you are hungry or thirsty, you will get weaker and weaker until you die or eat/drink something. Below
level 6, you will not die, but it will greatly reduce your ability to heal or recover mana/movement.

SIP lets you drink a small amount from your container.

FILL fills a drink container with water.

EMPTY allows you to empty the contents of a sack/bag or drinking container in your inventory onto the
ground.

Exploration

The gods are said to smile on those adventurers who seek out the mysteries and challenges of Thera,
braving danger and being of clever mind. Skilled explorers may occasionally find themselves gifted with
small bonuses of experience points and movement points, reflecting the learning and conditioning one
acquires from one's travels. Both novices and veterans may benefit in this fashion, though the challenge
to each will affect the reward.

Observation
Those adventurers possessing both sharp mind and keen eye during their travels throughout the realms
may find additional benefits from their observations, extending beyond the initial knowledge gained.
Paying close attention to their surroundings, discovering out of the way or rare objects and gazing upon
strange creatures or important individuals will add to the more general benefits of the wisdom
accumulated in their professional life. In addition, their ability to recognize the attributes of items found,
without the use of spellcraft, will improve as they increase their knowledge of the realms.

Adventurers who continue to seek out new and exciting creatures and places may find themselves able to
earn additional (minor) skills beyond those offered by their adventuring guild. Observation experience
also carries the benefits of other kinds of experience (combat, exploration, commerce, etc.), including
gaining levels.

See also: EXPERIENCE, DISCUSS

Discuss
Syntax: discuss <guildmaster>

In order to accurately measure your continued progress in your guild, any of your guildmasters will
entertain tales of your more memorable adventures and reward you accordingly. This can only be done
once in a while.

See Also: 'EXPLORATION XP' 'OBSERVATION XP' 'COMMERCE XP'


Armor Class
'ARMOR CLASS' ARMOR AC ARMORCLASS

Armor class is a general measure of the difficulty of hitting you in combat. Your armor class can be
improved by spells, armor, your natural dexterity, and whether you are standing or sleeping. A 'divinely
protected' player is not impossible to hit, only a little harder than the average player. At lower levels
SCORE will include an estimate of your armor class, using one of:

'hopelessly vulnerable to'          'well-armored against'

'defenseless against'                'very well-armored against'

'barely protected from'              'heavily armored against'

'slightly armored against'           'superbly armored against'

'somewhat armored against'           'almost invulnerable to'

'armored against'                    'divinely armored against'

Saving Throws
'SAVING THROWS' 'SAVING THROW' SAVES

Most spells, communes, powers, and songs allow a saving throw of some kind. The saving throw is a
chance for the victim of one of these affects to either negate or lessen their impact upon him or her. For
example, a successful save versus a blindness spell will prevent the victim from becoming blind; a
successful save against a fireball spell will reduce the damage the victim takes.

In a roleplaying sense, you can imagine a saving throw in different ways as appropriate. That save
against a fireball for reduced damage might indicate that the victim raised her shield in time to absorb the
brunt of the blast, that she dodged behind some cover, or simply that the flames happened not to burn
anything vital. A save versus a hold person spell to avoid paralysis might represent that the victim
ignored the spell by sheer toughness, resisted with force of will, or managed a counterspell. This is an
imagination-based game and we encourage you to use yours.

There are several kinds of saving throws, including spell, breath, and paralyzation. With respect to
equipment and affects that modify your saving throws, lower is better. That is, affects which modify save
vs spell by negative amounts make you more likely to make saves and are therefore beneficial; affects
with positive amounts make you less likely to make saves and are therefore malign.

Whether or not you succeed at a given saving throw is based on many factors, including the caster's level
compared to yours. Depending on the type of saving throw, one or more of your stats may exert some
effect on the results.

Outfit
OUTFIT

The outfit command, usable by levels 10 and below, equips your character with a new set of soft leather
gear (light source, weapon, helmet, shield, and vest), courtesy of the Mayor's warehouses. Only empty
equipment slots are affected. You also will be furnished with maps of Thera, Galadon, and your
hometown.

Beginning at level 11, ghosts (only) may use this command within their own guild, to be granted a set of
simple equipment and provisions. While the equipment available is fairly shoddy and prone to eventual
breakage, adventurers are encouraged to make use of it to get back on their feet.

Manipulating Objects and Equipment
HOLD REMOVE WEAR WIELD UNEQUIP

Syntax:
    hold <object>
    remove <object>
    remove all
    wear <object>
    wear all
    wield <weapon>

Three of these commands will take an object from your inventory and start using it as equipment. HOLD
is for light sources, wands, and staves. WEAR is for armor. WIELD is for weapons.

WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your inventory.

You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not match yours, if it is too
heavy for you, or if you are not the proper race.

REMOVE will take any object from your equipment and put it back into your inventory. For a faster way
during emergency moments, see THROWDOWN.

Remember that you only have two hands.

Determining the Nature of Objects
Comparing Objects
COMPARE
Syntax:
     compare <object-1> <object-2>
     compare <object>

COMPARE compares two objects in your inventory. If both objects are weapons, it will report the one
with the better average damage. If both objects are armor, it will report the one with the better armor
class. If both objects are containers (either sack type containers or water containers,) it will report the one
with the better capacity. If both objects are boats it will report the boat that is lighter.

COMPARE with one argument compares an object in your inventory to the object you are currently
wearing or wielding of the same type. This only works for armor or weapons.

Bards (only) may compare two instruments to get an idea of which works better with a given repertoire.

Any character with the Pick Lock skill can compare two sets of lockpicks. Thieves with the Advanced
Pick Lock skill can make finer comparisons.

COMPARE doesn't consider any special modifiers of the objects such as armor class bonuses, added hit
points or damage modifiers.

See Also LORE, IDENTIFY, APPRAISE, BROWSE, 'INSPECT GOODS'


Using Lore (Fighting classes)
LORE
Syntax: lore <object>

Lore is a general skill, consisting of knowledge of myths and legends. Use of the lore skill gives a chance
of obtaining information on an object, concerning its power and uses. The higher your lore percentage,
the more info is revealed, and the greater the accuracy. It also may occasionally increase the value of an
object, because more will be known about its worth. Regardless of the user's skill, lore may occasionally
give false information.


Identify (Mage classes)
IDENTIFY
Syntax: cast 'identify' <object>

Identify can be used to reveal information about an object, including its protective value, ability to inflict
damage, material, level, value, and power to adjust statistics. Certain abilities may be beyond the ability
of this, though conjurers can sometimes reveal these via CONTACT OTHER PLANES.


Appraise
Appraise

Syntax: appraise <item>
Having a keen eye for the worth of items, thieves can often deduce much more information about an item
than the average person.
Overview of Combat and Fighting System
Consider
CONSIDER CON
Syntax: consider <character>

CONSIDER tells you what your chances are of killing a character. You will not be able to consider
another player unless they are in your pk range. Of course, it's only a very rough estimate, comparing
your level to the other character/creature's level. Special abilities, immunities, and/or vulnerabilities are
not taken into account. The relative size of your opponent is given and their alignment. Smiling or
greeting creatures are good, disinterested are neutral, and evil grinners are evil.

The comparison messages, in order from an easy fight to a very hard one:
 You could kill a tough Kobold with your little finger.
 A rabbit doesn't have a fighting chance.
 A rabbit looks like an easy kill.
 The perfect match!
 A few lucky blows would kill him.
 A rabbit shows you his razor-sharp teeth.
 A hooded figure waits patiently nearby.

An opponent who has won battles may look more veteran to you when you use this command. They will
be slightly tougher than you otherwise would suspect.

See also: SIZE, ALIGNMENT

Size
SIZE HEIGHT WEIGHT
A number of combat techniques and other physical feats will be made easier or harder by your size, and
that of your opponent. For these purposes, you can think of the different races as falling into the following
categories:

Small: Gnomes, Svirfnebli
Medium: Humans, all elves and half-elves, felar, arials, dwarves, duergar
Large: All PC giants, orcs, minotaurs

NPCs can be any of the above sizes, smaller (pixies, etc.), or larger (dragons, etc.).

More exact heights and weights are given in the respective racial helpfiles, such as GNOME or FELAR.
Also note that you can CONSIDER someone to get an idea of their relative size. Certain spells and
effects can change someone's size temporarily, such as ENLARGE or REDUCE.

Damage
DAMAGE CONDITION
When one character attacks another, the severity of the damage is shown in the verb used in the damage
message. Here are all the damage verbs listed from least damage to most damage:

     miss              wound                  MUTILATE               DEMOLISH
     scratch           maul                   EVISCERATE             DEVASTATE
     graze             decimate               DISMEMBER              OBLITERATE
     hit               devastate              MASSACRE               ANNIHILATE
     injure            maim                   MANGLE                 ERADICATE

And, at the far reaches of damaging power, you can do unspeakable things.
Looking at your opponent will also reveal how wounded they are. In order, the estimates of health are: "is
in perfect health", "has a few scratches", "has some small but disgusting cuts", "is covered with bleeding
wounds", "is gushing blood", "is writhing in agony", "is convulsing on the ground".

Beyond that, death is imminent.

To switch between seeing just these damage messages and seeing the more varied damage messages
based on damage type, use the damage toggle - see help AUTOLIST. You default to seeing the varied
damage messages.

See also: 'MENTAL DAMAGE' 'FIRE DAMAGE'

Escaping Combat
FLEE
Syntax:
    flee
    rescue <character>

Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to
FLEE. Flee is sort of a panic maneuver where you take the first available opportunity, if any, to run from
the fight. In some cases you will try to flee in a direction that you cannot leave and will have to try again.
You cannot choose the direction you try to flee (this is a different skill called RETREAT).
Flee is also automatically triggered by your WIMPY setting.

Someone can also RESCUE you from a fight. You have to allow them to do so using the NORESCUE
toggle. There is some delay when trying to rescue someone and being rescued yourself. A person who
rescues someone will attempt to step between the person being rescued and what was attacking them.

See also WIMPY, TOGGLES, RETREAT, RESCUE

WIMPY

Syntax:
    wimpy
    wimpy <number>

The WIMPY command sets your wimpy value. Invoked without an argument, that value will be 20% of
your current maximum hit points. If you put a number after the command, that number will be used in
place of the default value. If you are only able to see your abilities as percentage values, then the
number will be interpreted as a percentage; if you can see your actual HIT POINTS (HP), then the
number will be interpreted as a HP value.

When your character takes damage that reduces your HP below your wimpy value, you will automatically
ttempt to flee. You will only flee if your character is not in a wait state -- i.e. has not been using combat
commands like cast, trip and bash, and has not been tripped or bashed by an enemy.

It is not possible to set your wimpy value to more than 50% of your current maximum HP.

Because of their natural cowardice, orcs cannot use the wimpy command; instead, the wimpy value is set
racially.

Being fearless, minotaurs are unable to set a wimpy.
Player Killing
PLAYERKILL PLAYERKILLING PK PKS PKING PKILLING PKILLS


Carrion Fields is a PK (player killing) MUD, and as such it is perfectly acceptable to attack and kill other
characters. It's also a roleplaying MUD, though, so it's good to have an in-character reason to do so.

People you can PK (and who can PK you) are shown by a (PK) flag in front of their names on the 'who'
and 'where' lists. See HELP WHO and HELP WHERE for more information on these commands.

You are protected from PK until you have reached level 11, so up until that time, the only person who will
have a (PK) in front of their name on the who/where lists is you.

Group killing is allowed -- any size group may kill any other size group.

Expect to be PK'ed, and don't take it too personally. Remember, there's safety in numbers.

DO NOT drop link to avoid getting pk’ed, as this is poor RP and an abuse of game mechanics. If you
were in combat with someone else and they did this, pray about it. An immortal will check it out and see if
the situation requires immortal intervention.

PK is restricted to those who are close to you in earned experience; another character must be within
30% of your xp (or you within 30% of theirs) before you can attack one another. For a player with 100,000
xp works out to a range of 70,000 to 143,000 xp. They must also be within 10 levels of you. This can be
affected by how adept you are at killing other players; see HELP DISTENTION for further information.

See also: ROLEPLAYING GROUP ALIGNMENT TIPS EXPERIENCE DISTENTION 'PK RANGE'

Death
DEATH GHOST
When your character dies, you are reincarnated back at the recall point for your hometown. Your corpse
is left behind in the room where you were killed, together with all of your equipment and coins.

The reincarnation process is not perfect, so every three times you die, you suffer a loss of vitality and
your base constitution will be reduced by one. You can regain this lost point by either spending a training
session on it or by asking an immortal to run a vitality quest for you. (See HELP VITALITY QUEST.)
When your natural (unmodified by items or spells) constitution falls down to 3, you will die permanently.
You'll know to start worrying when you hear the banshee wailing.

Any spells which were affecting you are canceled by death.

Following and groups are not affected by death.
Corpses decay after time, and the objects inside corpses decay with them, going to the pit of the
hometown of the deceased. Player corpses last *roughly* 30 hours of game time not including any lag (15
minutes of real time). Keep in mind that anyone can loot anyone else's corpse. When you die, you
become an untouchable (as long as you don't initiate any attacks) ghost for a few minutes. In this state
even those over level 10 will be able to RECALL. You will also be able to fly, breathe water, pass door
and see infravision while you are in this state. Use this time to get back to your corpse! If you die in an
area listed by the AREAS EXPLORE command then your equipment will return to you instead of the pit
provided you are in Thera.

The contents and condition of your corpse will not be affected by reboots and crashes. All objects will be
there once we come back up, and the corpse will decay normally.

When you die, your experience will reset to the amount needed for the current level plus (100 multiplied
by your level). Multiple deaths will only reset that value, not add on top of the amount needed as they
used to. Deaths to other players are exempt from the experience penalty.

As a ghost, you are largely unable to participate in player combat. This includes using many helpful
abilities (healing, sanctuary, etc.) on other PCs or NPCs. You can, however, affect other ghosts.

See also OUTFIT, CORPSE, LOOTING, TIPS

Consequences of Entering Combat:

Adrenaline
ADRENALIN ADRENALINE PUMPED GUSHING BLOODY

If you have been recently fighting, you will find that there are several things that you cannot do for a little
while.

1) You cannot sleep. It's simply not realistic that you go from full exertion to deep slumber in a matter of
moments. As a result, you'll have to wait a while for your metabolism to slow down. Some classes are
able to nap (See HELP NAP) and will nod off more quickly.

2) You cannot enter guilds. The guild-guard will tell you that you are too bloody to be allowed entry, and
that's certainly one reason. Another is because the guilds are not designed to be places of perfect safety
to which one can retreat if attacked. If someone is chasing you, you'd best find a better place to hide. See
HELP TIPS for some advice.

3) You cannot quit. This is basically a mechanical method of ensuring that folks don't flee from a bad
encounter (either a PK situation or a monster that was too tough to handle) and then quit out immediately.
Note that it is *totally* unacceptable to drop link to avoid a PK situation. See HELP PK for what to do if
you encounter this situation.

Game Economy: Currency, Exchange, Barter, Commerce
Shops
BUY LIST SELL VALUE BROWSE SHOPS
Syntax:
    buy <object>
    buy <object> <number or name> <merchant name>
    list
    list <item name>
    list all <merchant name>
    browse <object> <merchant name>
     sell <object> <merchant name>
     value <object> <merchant name>


BUY buys an object from the first shopkeeper that's in the room. When multiple items of the same name
are listed, type 'buy n.item', where n is the position of the item in a list of that name. So if there are two
swords, buy 2.sword will buy the second. To buy more than one item, you can type 'buy item n', and that
will let you buy n of the item. It won't let you buy more than one pet, but instead you can give your pet a
name. More than one shopkeeper in the room? Specify the shopkeeper at the end:

  Buy <object> <merchant name> or buy <object> <number> <merchant name>

You can use this same syntax for browse, sell, value, and barter. You can only buy an item of your level
plus five or lower, not including wands, staves or scrolls (which can only be purchased if you are at or
above their level). An exception is that anyone can buy an item (but not a pet/mercenary) of level 1-10,
even if their own level is lower. LIST lists the objects the shopkeeper will sell you.

 List <keyword> shows you only objects of that keyword.

The object's level and price will be white if you can buy the item and red if you can't. Any other
shopkeepers in the room will make themselves known when you use this command. To list the other
shopkeeper's items, use list all <name> BROWSE can sometimes give you informative information
about the object...and sometimes not so informative.

SELL sells an object to a shopkeeper.

VALUE asks the shopkeeper how much he, she, or it will buy the item for.

PLEASE NOTE:

If there is just one shopkeeper in the room, or if you just want to do business with the first shopkeeper,
you DO NOT have to specify a merchant name. Just use buy <object>, etc. The command buy will
show you all syntaxes.

All item values are displayed in copper currency (eg. an item with a value of 20 is worth 20 copper pieces).

Also see HELP on: BARTER, CURRENCY, TRADING, COMMERCE

Currency

CURRENCY COINS GOLD SILVER COPPER MONEY
Carrion Fields uses three types of coins for currency: gold, silver, and copper. Copper is the base
currency and all values are measured against the copper standard. Shopkeepers will show the value of
wares in copper, though they can be purchased with whatever you have in your purse. Silver and gold
are of more worth than copper. For rates of exchange, find a bank and type EXCHANGE without any
arguments.

Also see HELP on: EXCHANGE, DEPOSIT, WITHDRAW, BALANCE, BUY, SELL.

Exchange

Syntax: exchange <amount> <old coins> <new coins>
The EXCHANGE command is only usable in banks, which provide a money changing service for a
modest fee. For example, if you wished to convert 1000 copper coins into gold coins, you would issue
the command: "exchange 1000 copper gold".

To see rates of currency exchange, type EXCHANGE (without arguments) at a bank.

Barter and Trading
BARTER TRADING TRADE BARTERING
The exchange of goods and services goes beyond the simple exchange of one or the other for the coin of
the realm. There is also the art of bartering and trading for goods and services without using coins.

barter <item you're selling> for
barter <item you're selling> for <name>
    (for multiple shopkeepers)

Example syntax:
barter idol for whip

Barter allows you to try and trade an item you have for an item that the shopkeeper has. Shopkeepers
and merchants will barter favorably for an item they normally do business in, and less favorably for items
they would not normally do business in. If your item is not of sufficient value to the shopkeeper, they will
not barter for it. Shopkeepers will barter 1 item for up to 8 food, 5 pills, 3 potions, 3 scrolls. All other
barter transactions are 1 item for 1 item. The shopkeeper will give you the best deal automatically.

practice <skill|spell|supplication|power> <object>
train <str int wis dex con hp mana mv> <object>
rehearse <song title> <object>

Example syntax:
practice 'detect invis' for necklace
train dex boots
rehearse ‘elven adagio’ for steel

Attempting to barter an object for practice that has the same name as a skill you know will only confuse
your guildmaster. For example, warriors should not call a sword they are trying to barter by the name
'sword', instead referring to some other name it might be known by, like 'steel'.

heal <type> <object>
heal uncurse <itemname> <object>
NPC healers throughout the realm are also willing to barter for their services if you have an item of
sufficient value.

bounty place <victim> <object>
You can also place bounties by using highly valuable items. The bounty office offers a fraction of the
value to be added to the bounty on the victim and the bounty must be placed within a bounty office.

NPCs may offer multiple small items (such as food, potions, etc.) for particularly valuable offers. Also
remember that shopkeepers will give you a better deal when bartering for something they are likely to be
able to sell. For example, a weaponsmith will prefer a sword to a necklace.

See also COMMERCE PRACTICE TRAIN REHEARSE BOUNTY

Commerce

COMMERCE 'COMMERCE XP'
The benefits of successful business go beyond the mere acquisition of coin. Adventurers who turn a
profit through sales and barter may find that they build a useful reputation with merchants, along with the
more general benefits of the wisdom accumulated in their professional life. Business acumen reflects
patience and wisdom, and is something that is gradually accumulated over a long period of time.

Adventurers who are especially proficient in the arts of commerce may find themselves able to earn
additional (minor) skills beyond those offered by their adventuring guild. Commerce experience also
carries the benefits of other kinds of experience (combat, exploration, etc.), including gaining levels.

See also: EXPERIENCE, EXPLORATION, OBSERVATION


Informational System: Weather, Time, Affects, and Score
COMMANDS REPORT TIME WEATHER AFFECTS

Syntax:
    commands
    report
    affects
    time
    weather

COMMANDS shows you all the commands in the game.

REPORT shows your current statistics to you and also announces them to other players in the room.

AFFECTS shows you any spells, skills, communes, and maladies affecting you. Note that some
conditions are difficult to discern, and you may be unaware of them. You can see the same list of affects
when you type SCORE.

TIME shows the game time, as well as the time the mud was last started, the current local time for the
host computer, and the phase of the moon. The hours of 6pm through 5am are considered NIGHT.

WEATHER shows the weather of the area you are in, if you are outside.

See also: CALENDAR SCORE

Many of the game actions are based upon interval timers, including combat, most autonomous NPC
actions, hp/mana/move regeneration, spell duration, weather, and area resetting.

Of these timers, the hp/mana/move regeneration timer is popularly called the 'tick'. Ticks on this mud
average 60 seconds of real time, but the actual amount varies randomly from 30 seconds to 90 seconds.
One tick is equal to one game hour, and an in character term for a tick is an hour.

Area resetting, otherwise known as repopulation, happens roughly every 3 area_minutes if no one is in
the area; less often (15 area_minutes) if some one is. Also note that objects lying on the ground will not
be regenerated if anyone is in the area when it resets.

Theran Calendar
CALENDAR DAYS WEEKS MONTHS
In the Western Lands of Thera, the calendar is based on a 595-day civil year, divided into seventeen
months each of which contains five seven-day weeks. The tabular register of days was said to have
originated in the First Age, though the sources of its creation are lost in time. The New Year begins on the
Day of the Moon, the first day of Winter; the year ends on the Day of the Sun, the thirty-fifth day of the
Month of Great Evil. See the lists of days and months below.
The Days of the Week:                      The Months of the Year:
------------------------                   -----------------------
1) Day of the Moon                         1) Month of Winter
2) Day of the Bull                         2) Month of the Winter Wolf
3) Day of Deception                        3) Month of the Frost Giant
4) Day of Thunder                          4) Month of the Old Forces
5) Day of Freedom                          5) Month of the Grand Struggle
6) Day of the Great Gods                   6) Month of the Spring
7) Day of the Sun                          7) Month of Nature
                                           8) Month of Futility
The Phases of the Moon:                    9) Month of the Dragon
-----------------------                   10) Month of the Sun
1) New                                    11) Month of the Heat
2) Waxing                                 12) Month of the Battle
3) Full                                   13) Month of the Dark Shades
4) Waning                                 14) Month of the Shadows
                                          15) Month of Long Shadows
                                          16) Month of the Ancient Darkness
                                          17) Month of the Great Evil

An alternative calendar manufactured (through divine inspiration) by the Church of the Elder Gods is in
use in the Eastern Lands but is now forgotten by all but the initiated clergy. The Church, though scattered
throughout the Eastern Lands, has managed to preserve and protect its ancient texts and its method of
tracking time through the movements of the stars and heavenly bodies. The Church's calendar is said to
predate that of the Western Lands, handed down to mortal man by the servants of the Elder Gods that
man might harness the spiritual power of the Heavens through mathematics, geometry, and astrology.
This, of course, remains mere speculation.

Information gathered from: http://www.andysmithmusic.com/guide.html


Character Score and Affects
Syntax:
    score
    score stats
    score combat
    score saves
    score worth

SCORE shows much more detailed statistics to you only. As you increase in level the detail of score
grows. For example at low levels you see you stats as words (titanic, average, etc). Once you achieve
level 20, your ability scores are shown as true value(current value), so for example Str: 15(23) means you
have a 15 strength from training, but a 23 strength from other factors (spells or items).

SCORE STATS shows your stats (Str, Int, Wis, Dex, Con, Chr)
SCORE COMBAT shows your hp, mana, move, hitroll, damroll
SCORE SAVES shows all of your saves vs
SCORE WORTH shows your experience, gold, silver, copper
SCORE WEIGHT shows how many items your carry as well as their weight.

STATS and STATUS are synonyms for this command.

To view just what is affecting you, use the AFFECTS command.
Game Differentiation Between Spells, Supplications, Songs, Powers
SKILLS SPELLS SUPPLICATIONS POWERS SONGS
The skills, spells, supplications, and powers commands are used to display your character's list of
available skills (or spells, supplications, or cabal powers as the case may be). They are listed in order of
level, with mana cost (for spells, supplications, and cabal powers) or percentage (for skills) listed where
applicable. Do not make the mistake of confusing a spell for a skill. Bard songs are listed by typing
'rehearse'. Casting an offensive spell or communing an offensive supplication upon yourself will cause
your memory of it to suffer.

You may now find out your ability in a given skill, spell, supplication, or cabal power by using the
appropriate command followed by the name of the skill, spell, supplication, or cabal power. When doing
so, you will also be able to see your effective skill% in parentheses after the learned skill%. Certain skills
or spells or items may modify your effective skill%. Berserk is an example. All skills and spells use your
effective skill %.

For example, after typing "SKILL BASH", you might see: D
 Your ability in the skill bash is at 100%(90%).

This means you have learned Bash to 100% ability, but your current ability at Bash is at 90%.

See other help topics: CAST COMMUNE CALL and SING.

Limited Equipment
LIMITED 'LIMITED EQUIPMENT' 'LIMITED OBJECTS'

Many powerful items can be found in your travels. These items are too powerful to be placed inside a
container and are very limited within the Realm. Although limited items can be used by anyone, those
players under level 11 will find that they are too weak to keep these items while they are not present in
Thera. At times these objects can become too widely spread in the land. When this happens they will
occasionally crumble under certain circumstances.

See also: HOARDING

Exiting and Saving the Game
QUIT RENT SAVE AUTOSAVE AUTOSAVING
Syntax:
    QUIT
    SAVE

SAVE saves your character and the objects you are carrying. The game saves your character about
every 5 minutes regardless (autosave), and also (invisibly) after significant events like dying or gaining a
level. Saving your character manually will work, but you will incur a slight lag which is intended to
discourage excessive saving, as this can produce lag for other people.

Certain objects, such as keys may not be saved.

QUIT automatically does a SAVE, so you can safely leave the game with just one command. You may
not quit for about 90 seconds after fighting, or for a few minutes after fighting or looting other players.

You can't quit just anywhere. You must be in a town or one of the few safe rooms scattered about Thera
(including cabal headquarters).

There is no RENT in this mud. Just SAVE and QUIT whenever you want to leave.
                     GAME INTERFACE AND NAVIGATION
Overview
The following discussion includes actions common to all characters, as well as skills that are shared by
many classes.
Default or Automatic Actions and Settings

AUTOLIST AUTOLOOT AUTOGOLD AUTOSAC AUTOEXIT AUTOASSIST AUTOSPLIT NOSUMMON
TRUSTALL TRUSTGROUP TOGGLES
CF offers various automatic actions to ease the monotony of splitting currency and sacrificing corpses.
The commands are as follows:

autolist : list all automatic actions

autosac    : sacrifice dead monsters (if autoloot is on, only empty corpses)

autoloot : take all equipment from slain creatures (not players)

autogold : take all coins from slain creatures (not players)

autoexit : display obvious room exits and closed doors upon entering a room

autosplit : split up spoils from combat among your group members

autoassist : makes you help group members in combat

color     : turns on and off ansi color (see COLOR)

corpseguard: guards pc corpses from looters (see CORPSEGUARD)

damage      : turns on and off varied damage messages based on damage type

english    : turns on and off English Units of weight

nosummon : allows only those within your pk to be able to summon you

nogive     : allows no one to give items or money to you

norescue : allows no one to rescue you

trustgroup : allows those in your group to cast questionable spells upon you

trustcabal : allows those in your cabal to cast questionable spells upon you

trustall : allows anyone to cast questionable spells upon you

Typing a command sets the action (except for AUTOLIST), typing it again removes it. Cabal guardians
automatically trustcabal, and charmed creatures automatically trust their master.

See also: COLOR, CORPSEGUARD

Observation: Scan, Gaze, Examine, Look, Glance
Syntax:
    scan <direction>
    scan all
    scan / quicklook / ql
    gaze <window direction>
    look
    look <object/character/direction/keyword>
    look in <container/corpse>
    look here <keyword/object>
    look item <object>
    read <object>
     examine / search <container/corpse/player>
     glance <player>

SCAN scans in the given direction for all visible creatures and players. Your scanning range improves
with levels. Certain conditions such as weather may affect how far you may scan. Scan or Quicklook (ql)
without a directional argument returns all PCs, NPCs and exits in the room. Also, races not native to the
Underdark will find scanning there difficult or impossible. However, scanning is slightly harder for
Underdark natives in direct sunlight, as their eyes do not tolerate it well. GAZE will allow you to gaze
through windows to see what's outside. Certain conditions will apply just like scan. LOOK looks at
something and sees what you can see.

LOOK DIRECTION lets you find hidden doors and secret rooms.
READ looks at a map or parchment to read what is contained on it.
EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'.
EXAMINE also can be used on players to see their description.
SEARCH is a synonym for examine.
GLANCE gives you a quick look just at what someone is wearing.

For look/examine/read you have the option of tagging the nth type of such an item an item or creature.

For example:
look 3.axe looks at the third axe in inventory or in the room.
look 2. looks at the second creature in the room; if there aren't that many bodies in the room, it looks at
the second item in inventory.
look n looks for doors to the north
examine pit looks at the pit, then looks in the pit
examine bob looks at bob's description
look bob looks at bob's description, his health, and his equipment
look here inscription looks for an inscription in the room specifically
look here bracer looks for a bracer in the room instead of in your inventory
look item guard looks for an item named guard (instead of a mob)

Movement and Position: Rest, Sleep, Stand, Sit, Wake, Crawl
Syntax:
    rest <message>
    sleep <message>
    stand <message>
    sit <message>
    wake
    crawl <direction>

These commands change your position. When you REST, SIT or SLEEP, you regenerate hit points,
mana points, and movement points faster. However, you are more vulnerable to attack, and if you
SLEEP, you won't hear many things happen.

Optionally you can add a phrase to the end of the command, similar to EMOTE, that will allow you to add
some flavor to your character's role. For example: 'rest kneels down slowly.' will result in your character
resting and the room will see 'Mychar kneels down slowly.'

Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping
characters.

Characters may CRAWL through a window provided it is large enough and is open. See also GAZE.
If you are looking for information on the necromancer and anti-paladin spell Sleep, see SLEEP SPELL.

Character Interaction
Same-Room Characters: Say, Esay, Sayto, Whisper, Whisperto (WT)

Syntax:
    say <message>
    esay <adverb> <message>
    sayto <name> <message>
    whisper <message>
    whisperto <name> <message>

SAY and WHISPER send a message to all awake players in your room. The single quote ''' is a synonym
for SAY and the left square bracket '[' is a synonym for WHISPER.

ESAY is a variant of SAY which allows you to add one adverb to how you speak. (Example ESAY: esay
happily I just found the sword I had lost!)

SAYTO is a variant of SAY which allows you to specify to whom or to what you're directing your words,
but all awake players in your room will still hear it.

WHISPERTO is a variant of WHISPER which allows you to specify to whom or to what you're whispering.
If you WHISPERTO another person, only they will hear your words, although all awake players in the
room will hear that something was whispered. If you WHISPERTO a thing, all awake players in the room
will hear the whisper. WT is a synonym for WHISPERTO.

Communication Independent of Room: Tell, Reply, Keepreply, Yell, Quiet,
Deaf, Auction, Question, Answer, Channels, Music

GTELL ; REPLY NOREPLY TELL TELLS
Syntax:
    gtell <message>
    tell <character> <message>
    reply <message>
    noreply

All of these commands deal with messages to other players. GTELL sends a message to all of the
characters in your group, wherever they are, even if they are sleeping or stunned or dying. ';' is a
synonym for GTELL.

TELL sends a message to one awake player anywhere in the world. Though it can be done over any
distance, Therans consider this ability completely natural, and something anyone can do.

REPLY sends a message to the last player who sent you a TELL. REPLY will work even if you can't see
the player, and without revealing their identity. This is handy for talking to both mortal and immortal
players. To keep replying to a specific person, use the KEEPREPLY command. See the helpfile for
more details.

NOREPLY clears you as the recipient of any replies until you TELL to someone again. This will also clear
any keepreplies others might have.

KEEPREPLY
Syntax:
    keepreply
    keepreply <name>
    keepreply clear

This command allows you to specify to which player any use of the "reply" command will go. In other
words, if Bob sends me a tell, and I do "keepreply" then I'll still reply to Bob, even if Joe sends me a tell
later. If I want to start keeping a reply with Bob, even though he hasn't sent me a tell lately, I
can just do "keepreply bob". You can only specify a person to keep a reply to if they are online and
visible to you. Otherwise, you can keep a reply to someone not visible to you with plain "keepreply" so
long as they were the last person to send you a tell.

If you've been keeping a reply to Bob and want to switch to Joe, who just sent you a tell, you can just use
"keepreply" again, and it will refresh with the last person who sent you a tell. If you want to stop keeping
a reply, just use keepreply clear.

Note: This is not a direct communication command but a toggle to decide where a communication will go.
You still have to use reply to actually send the person a message.


AUCTION QUESTION ANSWER YELL CHANNELS QUIET DEAF
Syntax:
    yell <message>
    music <message>
    quiet
    deaf
    channels

SHOUT, CHAT, QUESTION, ANSWER, AUCTION and GOSSIP have been disabled.
YELL sends a message to all players within your area.
MUSIC is a bard-only variant of YELL.
QUIET turns off all communication except says, emotes and gtells.
DEAF turns off tells, but allows you to still access yells.

Type a channel name by itself to turn it off.
To list what channels you have turned on or off, type CHANNELS.

Cabal Communications: CB, Sect, FC, Fortchannel
Cabal communications are independent of room and can be conducted while asleep.

CB
Syntax: cb <message>

This is the command used to talk on a cabal channel. Used by itself, it is a toggle to turn the cabal
channel on and off.

SECT
Syntax: sect <message>

This allows a member of the Empire cabal to communicate with the rest of their sect.

FC FORTCHANNEL
Syntax: fc <message>
This allows a member of the Fortress of Light to communicate with all other Maran or Acolytes, regardless
of distance.

Emotes
Syntax: emote <action>

EMOTE is used to express emotions or actions. Everyone in the current room who is awake will see the
results of an emote, including the user.

',' is a synonym for emote. Besides using EMOTE, there are a few hundred built-in social commands,
such as CACKLE, HUG, and THANK.

Example: If Floofi typed 'emote smiles joyfully.', people in the room would see 'Floofi smiles joyfully.'

Unlike socials, you will see the exact same thing that everyone else in the room sees, and you cannot
make an emote look different to two different people in the room. Socials can be directed at individuals.

Socials
SOCIALS SHOWSOCIAL 'SHOW SOCIAL'
Syntax:
     socials
     socials <type>
     socials index
     socials all

Socials by itself shows all the socials you can currently do. Socials index (or any word that is not a type)
shows these instructions. Socials all shows all socials in the game, some of which you are unable to do.
Trying socials you cannot do will tell you where, or how they could be done. You will not be able to do
every social.

Or list all socials by type, such as conveying the following:
General, info, nice, respectful, playful, flirt, pity, scared, annoying, disgusting, arrogant, rude, hostile

Or you can also list these types:
Sleeping - socials that can be done while sleeping
Obvious - socials that are loud or otherwise give your presence away
Contact - socials that require close contact between you and the target
Object - socials that allow you to target an object
Race - socials your race specifically can do (some may be done by other races)

How to actually do socials:

Socials can be non-directed (just <social>), have a single target (usually a person, sometimes an object),
or sometimes target a person and an object: <social> <target> <target>. The object and person are
interchangeable.

How to preview socials with SHOWSOCIAL:

You can use the showsocial option to view what others will see when you do a given social. Just do
<social> showsocial or <social> ss <target(s)>

If it is easier 'showsocial' can be replaced with 'showsoc' or just 'ss'

Examples: laugh showsocial self, covet showsoc healer steak, hop ss
(Many of the socials were written or rewritten by TGH, including Arvam, Valguarnera, Mayesha, and
Vahlen. Some from the original Sara certainly remain, and many others, both mortal and immortal, have
contributed.)

In-Game Communications and Mail Systems
NOTE NOTES MISSIVES

The notes on Carrion Fields replace the bulletin boards and mail systems found on many other muds.
The following options are usable:

reading notes:
note list              :   show all notes (unread notes are marked with an N)
note read              :   either by number, or read next to read unread notes
note remove            :   removes a note that you wrote or are the target of
note                   :   reads next unread note on your note list

writing new notes:
note to         : sets the to line for a new note (name, immortal, or all)
note subject    : sets the subject for a new note
note +          : adds a line to a new note (i.e. note + hi guys!)
note -          : removes the last line written to your note
note clear      : erase a note in progress
note show       : shows the note you are working on
note post (or send): posts a new note. This MUST be done to post a note.

When you log in, you will be informed if there are unread notes waiting. Type note read to scroll through
them one at a time.

Notice! The people you can send notes to are: all (everyone), immortal (all immortals), a specific cabal
(battle, tribunal, scion, herald, fortress, and empire) or a name. If you misspell it, or spell it any differently
than those mentioned above (i.e., "immortals" or "battlerager") it won't go through! They will never see it!
Only you as the sender of the note will see it.

'Note to all' is only useable by immortals, and bards for announcements. Please see the helpfile on
'BARDNOTES' before doing this.

In Character, people will sometimes refer to these as 'missives'.

Weapons Skills: Axe, Dagger, Flail, Mace, Polearm, Spear, Sword,
Whip, Staff, Exotic
Each weapon skill applies to a specific group of armaments, and determines how well a character fights
with that particular weapon. If the character has the parry skill as well, he can parry incoming attacks. The
chance of parrying is best if the character in question is skilled at both his weapon and his opponent's.

The weapon skills consist of the following:

SWORD: The Warrior's standby, from rapier to claymore
DAGGER: The use of knives and daggers, and other stabbing weapons
MACE: This skill includes clubs and hammers as well as maces
AXE: The use of axes, ranging from hand to great (but not halberds)
FLAIL: The skill includes ball-and-chain type weapons
POLEARM: The use of pole weapons (except spears), including halberds *
SPEAR: This skill covers the use of spears, but not polearms *
STAFF: The use of poles that have no blades attached to them *
WHIP: The use of whips, chains, and bullwhips
EXOTIC: The use of strange magical weapons and anything not listed (ie orbs, brooms, tongs, non-
physical weapons, etc.)

The exotic skill cannot be practiced, and is dependent solely upon level. Weapons skills are based on
your class.

The weapons with the * after them require two hands to wield. This is due to the nature of their use. To
use them with one hand would not be wielding a weapon of that type, but would be like wielding a too
long, poorly balanced sword. To do this would render them ineffective in combat.

Combat Defenses: Dodge, Parry Shield Block
Dodge
In the words of one wise warrior, 'the best way to block a blow is to not be where it lands'. The dodge skill
honors this tradition, by improving the character's natural agility to the point where many blows will miss
the target. The chance of dodging is significantly affected by the dexterity of the attacker and the target.
How well you can dodge is affected by many things, including (but not limited to): your weight,
your size, your dexterity, and the weapon your attacker is using.

Note that even if you do not have the dodge skill, you may still dodge attacks on rare occasions.
However, your ability to do so will be greatly reduced compared to someone who has practiced the skill.

This is an automatic skill. It will not improve past 80% until you are at least level 15.

Parry
If at first you fail to dodge, block it. Parry is useful for deflecting attacks, and is successful more often
than dodge. Parry requires a weapon for full success- the hand-to-hand skill may also be used, but
results in reduced damage instead of no damage. The best chance of parrying occurs when the defender
is skilled in both his and his opponent's weapon type. Also, the type of weapon you are using versus the
type your opponent is using will play a significant part (don't try to parry an axe with your dagger, etc.).

If you do not have the parry skill, you may parry attack on rare occasions, but your ability will be inferior to
that of one who does have the skill. This is an automatic skill.

It will not improve past 80% until you are at least level 15.

Shield Block
Shield block allows you to use your shield to deflect attacks when your weapon fails you. Shield block
only works if you are wearing a shield.

Note that without this skill, you may occasionally block an attack with a shield, but your rate of success
will be far below that of someone who does have the skill.

This is an automatic skill. It will not improve past 80% until you are at least level 15.

Second Attack, Third Attack, Fourth Attack
Training in second attack allows you a chance at additional strikes in combat. However, having second
attack at 100% does NOT guarantee two attacks every round.

Training in third attack allows you a chance at an additional strike in a combat, and increases the chance
of a second attack as well. Perfect third attack does NOT assure three attacks per round.
Only the finest of warriors can learn this skill which allows a fourth blow in one round. 100% at this skill
does not guarantee four attacks per round.

Use of Magical Items: Wands, Staves, Scrolls
Magical items require training to use properly. If your character lacks the necessary skill to use an item,
he will fail, possibly destroying it. The item skills are as follows:

scrolls   The reading of magical scrolls and books (see 'help recite')
staves    The use of staves and similar devices (see 'help brandish')
wands     The use of wands and similar items (see 'help zap')

Be aware that these items will have an inherent minimum level requirement on them; attempting to utilize
one while below this level will result in nothing but sparks.

Basic Combat Lag Skills: Bash, Trip
Bash
Syntax: bash <victim>

The bash skill is a warrior talent, a brute-force attack designed to knock your foe to his knees. Against
another player, this has the very useful effect of delaying their next command. Its success depends on
many factors, including your skill at bashing, your weight, and the relative size of your opponent. Bashing
a dragon is not very effective if you are a dwarf. Likewise, attempts to bash much smaller foes will be
unsuccessful.

Bashing requires a clear line of sight to your foe. If your intended victim is directly engaged in combat
with someone else, it may be harder to bash them, especially if they are fighting someone large.

Trip
Syntax: trip <victim>

Trip is a somewhat dastardly attack, and involves using any one of a number of methods to bring your
opponent down to the ground. Tripping large opponents is generally not a good idea, and agile ones will
find the attack easy to avoid. This tactic is primarily used to hinder your opponent's ability to react, as the
sudden fall will stun them momentarily.

Tripping requires a clear line of sight to your foe. If your intended victim is directly engaged in combat
with someone else, it may be harder to trip them, especially if they are fighting someone large.

Breaking Free: Unbind, Untie, Untruss
UNBIND UNTIE UNTRUSS

These commands are used to unbind a victim of a thief's binding. You cannot use any of these
commands if you, yourself, are tied, trussed, or have bound hands. Any third party person can walk up
and untie a thief's victim. Untie works on both a trussed person and a tied person.

The types of bindings are: blindfold, gag, hands, legs

Syntax:
unbind                 (attempts to unbind yourself in a pre-defined order)
unbind <type>          (attempts to unbind yourself of specific binding)
unbind <person> <type> (attempts to unbind person of specific binding)
untie <person>               (attempts to untie and untruss person)


Mental Skills: Meditation, Trance
Meditation:
The Meditation skill is similar to fast healing, but relies on concentration and mantras to increase mana
recovery. Meditation is automatic and is not invoked by 'meditate', which is a social command.

Trance:
This skill is similar to meditation and fast healing in that it is automatic each tick. This ability to
concentrate aids magic users and the clerical classes in regaining their mana quickly. Because this
skill is automatic, it cannot be invoked.

The Priests: Commune
Syntax:
    commune <supplication> <target>
    commune '<multi-word supplication>' <target>

When a priest wishes to invoke the divine power of their deity, they ask their deity for permission to allow
them to channel the deity's power to accomplish some end, usually relating in some way to their faith.
This is called communing.

Before you can commune a prayer, or supplication, you have to practice it. The more you practice, the
higher chance you have of successfully channeling the divine power. The effort of attempting the
channeling costs mana. This mana cost often decreases as your level increases.

If the supplication name is more than one word, then you must quote the name. Example: commune
'cure poison' bob. Quoting is optional for single-word names. You can abbreviate the name.

When you commune an offensive prayer, the victim usually gets a saving throw. The effect is reduced or
eliminated if the victim makes the saving throw successfully. If you channel your deity's power to affect
yourself with an offensive prayer meant for the enemies of the faith, they will punish you with a loss of
ability to invoke that supplication successfully, or worse.

Some supplications work differently in different types of terrain or situations.

See other help topics: EMPOWERMENT and SUPPLICATION

                                              CLASSES
Overview
'CLASS HELP' 'CLASS' 'CLASSES'
Here are the classes and their extra cost per level. For more information, type "help <class>".

Class         Description             Experience Penalties
-------------------------------------------------------------
Warrior       weapons specialist      0   exp extra per level.
Thief         stealthy rogues         0   exp extra per level.
Shaman        offensive cleric        0   exp extra per level.
Healer        defensive cleric        0   exp extra per level.
Druid         nature cleric           0   exp extra per level.
Transmuter    alteration mage         0   exp extra per level.
Shapeshifter        shapeshifter mage                  0     exp   extra   per   level.
Necromancer         undead-master mage                 0     exp   extra   per   level.
Invoker             elemental mage                     0     exp   extra   per   level.
Conjurer            extraplanar mage                   0     exp   extra   per   level.
Ranger              forest warrior                     200   exp   extra   per   level.
Bard                musician                           300   exp   extra   per   level.
Assassin            thief/martial artist               300   exp   extra   per   level.
Anti-Paladin        unholy warrior/mage                300   exp   extra   per   level.
Paladin             holy warrior/cleric                400   exp   extra   per   level.

Anyone new to Carrion Fields, especially if you are new to mudding, is advised not to pick paladins,
shamans, healers, or druids. Warriors, thieves, rangers, assassins, and bards make good introductory
classes, although each class has its own unique benefits and challenges.


Fighting Classes
Warrior
Warriors live for combat and the thrill of battle. They are the best fighters of all the classes, but lack the
subtle skills of thieves and the magical talents of mages and priests. Warriors are best for those who
don't mind taking the direct approach, even when another method might be called for.

The prime stat of a Warrior is Strength, and some of their abilities are:
Fourth attack, Offhand Disarm, Enhanced Damage, Berserk, Dodge, Parry, Feint, Charge, Warcry, Dash,
and Drive.

Warriors also get numerous additional abilities once they specialize in a specific weapon type. See:
"HELP SPECIALIZE" and "HELP WEAPON SPECIALIZATION".

At higher levels a Warrior can also learn potent skills from a pool of Legacies (see "HELP LEGACY" for
more details).

All races and alignments may become warriors.

Specializations
WEAPON SPECIALIZATION' 'WEAPON SPECIALIZATIONS'

-Sword-
Just like the diversity of its forms, the art of the sword has many facets. The two main schools of
swordsmanship, power and control, are both represented in the skills of sword specialization. A weapon
for the barbarian or the noble, the sword represents the diversity in the warrior class.

A student who masters this weapon will learn the following skills: flourintine, cross, doublethrust, jab,
riposte, and flurry.

-Mace-
Long looked down upon for a perceived weakness in combat, the effectiveness of a mace is directly
related to the prowess of the wielder. Its sheer bludgeoning power is unmatched by any other weapon,
and in the hands of a master, it can be one of the most fearsome weapons you will encounter.

A student who masters this weapon will learn the following skills: backhand, deflect shield, cranial,
boneshatter, dent, and drum.

-Axe-
The weapon of choice for those who favor brute strength, the axe offers little in the way of subtlety or
guile. The main purpose is to cause as much damage and pain as possible, and an encounter with a
proficient axe wielder can cause fear in even the mightiest of foes.

A student who masters this weapon will learn the following skills: whirl, weaponbreaker, hook, pincer,
overhead, and disembowel.

-Polearm-
Many people tend to avoid polearms due to their length since it requires them to be used with two hands.
For those who choose to attempt to master this weapon, its many advantages become apparent. The
length of the polearm is its strength, increasing both offensive and defensive capabilities.

A student who masters this weapon will learn the following skills: distance, entrap, legsweep, charge set,
chop, and cutoff.

-Whip/Flail-
Perhaps the most exotic choice for weapon specialization whips and flails call for patience and dedication.
Not particularly good for causing damage, instead they are the weapons of choice for controlling an
opponent and keeping them on the defensive. Only those who specialize in whips and
flails may dual wield these weapons.

A student who masters this weapon will learn the following skills: strip, eyejab, choke, entwine, and pull.

-Staff/Spear-
It is true that many people forego the use of a staff or a spear due to the necessity of using two hands; it
is perhaps the best all around weapon. Shorter than a polearm, the spear/staff gains speed without
sacrificing the defensive ability of long weapons.

A student who masters this weapon will learn the following skills: defensive spin, leverage, legsweep,
crescent, misdirect, and impale.

-Hand To Hand-
Though many people would balk at the idea of foregoing weapons, a shield, and/or any held item to fight
barehanded, the skills of those who dedicate their lives to hand fighting can be as deadly as any weapon.
This improves on the existing style of hand to hand that is available to others. To use these abilities, both
hands must be empty.

A student who masters this weapon will learn the following skills: ironhands, evasion, vital area, pummel,
stun, and crushing blow.

-Dagger-
Not just a weapon for a thief's backstab or a complimentary choice for a heavy primary weapon, the
dagger is extremely deadly in the hands of an expert. One reason that the dagger is so hard to master is
that it requires the wielder to get in very close. Once inside the victim's defenses, the dagger is very
formidable.

A student who masters this weapon will learn the following skills: stab, hurl, underhand, hamstring, artery,
concealed, and twist.

Legacies of the Order of Macalla
LEGACY LEGACIES MACALLA

The thirty-six Legacies of the Order of Macalla, believed lost to antiquity, have resurfaced as the last of
these warrior-monks have chosen to pass on their secrets to the warrior guildmasters of Theran towns.
Each technique works automatically when chosen, and should not be thought of as a traditional skill.
Many are more or less effective depending on the specific strengths and weaknesses of an individual
warrior, though in almost all cases, they each work with any weapon, race, or situation to some extent.
None are invoked by specific commands.

Warriors normally choose one Legacy at level 44, and a second one at level 48. To choose, use the
following keywords:

"autumn": Autumn Harvest
"balance": Balance of the Sisters
"calming": Calming the Tempest
"chilling": Chilling Embrace
"crashing": Crashing of Waves
"cry": Cry of Thunder
"dance": Dance Upon the Southern Wind
"enigma": Enigma of the Thirteen
"fires": Fires of Adversity
"fist": Fist of the Titan
"flow": Flow of Shadows
"fluid": Fluid Deceptions
"forsaken": Forsaken Thoughts
"fortress": Fortress of the Spirit
"gates": Gates of the Forge
"greeting": Greeting the Avalanche
"harmonious": Harmonious Equilibrium
"hour": Hour Past Midnight
"incarnadine": Incarnadine Wave
"landslide": Landslide of the Second Breath
"maelstrom": Maelstrom of the Veils
"mercy": Mercy of the Typhoon
"one": One With Shadows
"outcry": Outcry of Steel
"place": Place of the Raging River
"renewal": Renewal of Spring
"riddle": Riddle of Resilience
"soul": Soul of the Mountain
"space": Space Between Heartbeats
"striking": Striking the Shadows Footfall
"surrounding": Surrounding the Sunrise
"trapping": Trapping Beneath Thunder
"vanguards": Vanguards Desire
"ward": Ward of Blades
"whirlwind": Whirlwind of Steel
"whispers": Whispers of the Great Siege


Autumn Harvest
'AUTUMN HARVEST'

The agile swipes and quick maneuvers around and beneath a taller opponent's guard characterizes this
method of fighting. Called the Way of the Autumn Harvest, in analogy to the stance of a farmer while
sweeping a scythe through wheat, this technique centers around what is anathema to more traditional
schools of combat- using one's lack of size as a weapon. By lurking amid the places a larger opponent
cannot reach, a warrior vastly improves their defenses.
Balance of the Sisters
'BALANCE OF THE SISTERS'

Adopting an understanding of symmetry, the warriors who developed the style of the Balance of the
Sisters could fight equally well with either hand, a difficult feat which requires intense training with the full
range of weapons a warrior may employ. Through their stances, a warrior may wield weapons of equal
weight in their hands regardless of their type, and may perform a great variety of maneuvers with a
weapon in their off hand that another warrior could not.


Calming the Tempest
'CALMING THE TEMPEST'

The meditations of Calming the Tempest focused upon not allowing one's self to be swayed by outside
forces. Initially practiced in a secret order of warriors to train its members to never reveal what they knew,
it was discovered that these warriors could apply their honed willpower to resist the effects of spells and
communes.


Chilling Embrace
'CHILLING EMBRACE'

The school of the Chilling Embrace held that combat is best enhanced through focus on its fundamentals.
The style of fighting their members used relies on short, efficient strikes, which land with more force that
could be expected from their size and strength. While lacking somewhat in finesse or flair, few wished to
duel a warrior who was wise in its ways.


Crashing of Waves
'CRASHING OF WAVES'

While many warriors spend their lives thinking of ways to get around the guard of another, the technique
of Crashing of Waves taught strokes which strike through the weapon itself at their foe's body. The timing
and force of those warriors who trained in such a fashion was said to tear the weapons from foes who
dared parry them without a firm grip.


Cry of Thunder
'CRY OF THUNDER'

Those who led the charges of battle in ancient times were said to employ their warcries not only as a
means of inspiration, but as a terrible weapon, shocking enemies who have not been steeled by years of
battle. A powerful demoralizing weapon, their warcries were carefully chosen to strike fear in the hearts
of all who stood against them.


Dance Upon the Southern Wind
'DANCE UPON THE SOUTHERN WIND'

By conditioning their legs to constant motion, and their minds to constant action, the warriors who
developed the Dance Upon the Southern Wind were a constant flurry of motion, enhancing their ability to
avoid blows. Relying on keeping themselves nimble and agile, they were said to be as difficult to strike
as the wind itself.
Enigma of the Thirteen
'ENIGMA OF THE THIRTEEN'

The history of this technique is said to be lost in the fall of the ancient band of the thirteen enlightened
warriors who formed an elite guard for the last King of Yrida. These warriors learned to use wands
offensively, directing them at their foes as a mage would, though they never developed the proper
techniques for use with other types of spells. They were also renowned for incorporating the use of
potions and pills into their fighting styles, never needing to break from their blur of strikes and parries to
consume one of their artificer-king's potent gifts.


Fires of Adversity
'FIRES OF ADVERSITY'

Pain is a part of every warrior's life, but the monks who taught the ways of the Fires of Adversity
embraced it as their call to action. Though they bore injuries as any other, they became only more potent
in combat as they became wounded, surging in the most impossible of circumstances to turn the tide of
battle with their courage and tenacity.


Fist of the Titan
'FIST OF THE TITAN'

The Fist of the Titan was the name given to the result of an array of grueling conditioning exercises
designed to strengthen the lower arm and hand.

The monks who mastered it held their weapons with exceptional force, and were known for marching into
battle wielding weapons too heavy for a less trained warrior. Knocking their weapons from their grip was
said to be like pulling them from stone itself.


Flow of Shadows
'FLOW OF SHADOWS'

A hallmark of the Honor Guard of Darsylon's royalty, centuries ago, the secrets of the Flow of Shadows
were lost for ages, though occasionally reported to have been used by mysterious rescuers of lost
travelers near Mount Calandaryl. The stances were designed to permit maximum mobility, owing to the
style's focus on slipping away from your opponent's vision through a combination of sweeping, flowing
movements and the use of surrounding lighting. Though mastery taxed the initiate's body, the toll on the
mind was equally fierce, owing to the style's emphasis on timing and misdirection, and only those
who embodied both physical and mental grace were chosen for the most difficult lessons. These
movements not only help avoid incoming attacks, but create opportunities for rapid counterstrikes during
the moment's confusion.


Fluid Deceptions
'FLUID DECEPTIONS'

A hallmark of the legendary arial warrior-monk Tareruhl was his ability to mask the true motions of his
weapons, performing dramatic flourishes and sudden changes of his stance to mislead his foes into
altering their guard the way he wished. His techniques incorporated highly effective feints into his strikes
and parries, and his foes were often struck down after having been nearly thrown from their feet by
particularly effective ploys.
Forsaken Thoughts
'FORSAKEN THOUGHTS'

The origin of the meditations of the Forsaken Thoughts is shrouded in secrecy. No warrior has ever
admitted to knowing them, for the techniques were said to involve rejecting the Divine in all its forms.
Legends persist of secret societies who trained their members to combat priests of opposing faiths,
resistant to their holy or unholy powers.


Fortress of the Spirit
'FORTRESS OF THE SPIRIT'

Years of secretive monastic training taught the revered Order of Macalla methods to shield their minds
and thoughts from others, to best protect their wisdom from those who would put it to dishonorable use.
They were said to envision an impenetrable fortress in their mind, repelling magical or mental attempts to
distract them from their sacred duties of Honor, just as a stone wall would keep an army at bay.


Gates of the Forge
'GATES OF THE FORGE'

Travelers' tales have long spoken of a brigade of duergar soldiers who were deployed to charge into the
most heavily fortified of the Underdark's tunnels. Displaying uncharacteristic courage, these duergar
were sworn to the pure and savage honesty of combat, and measured themselves by the sheer horror
they could survive. They wore the heaviest plate armor they could carry, and learned every inch of its
surface for how much force it could endure. Even the dwarves they fought were unable to hurt them, as
the duergar would turn the thickest portion of their heavy armor into every blow, making superior use of it.
The dwarves called their unique style the Gates of the Forge, in memory of the location of the only battle
where they could muster the fury to finally break through their armor and hand them their defeat.


Greeting the Avalanche
'GREETING THE AVALANCHE'

By learning to let go of caution and have faith in their training, the fighting monks of the Order of Macalla
were said to deliver terrible bashes from the stance of Greeting the Avalanche. Charging forward with no
regard for their safety, they would hurl their opponents to the ground in order to finish them. The
maneuver proved both difficult to counter, and even more difficult to recover from.


Harmonious Equilibrium
'HARMONIOUS EQUILIBRIUM'

Through the balance of the Way of Harmonious Equilibrium, the guardians of the temples of the Order of
Macalla once learned to keep both their footing and their wits about them in any combat situation. All
attempts to stun them met with limited success, as they rolled, countered, and fought their way back to
their fighting stances with instinctive grace and uncanny speed.


Hour Past Midnight
'HOUR PAST MIDNIGHT'

There have been times in Thera's history when men of such malevolence have risen to such influence as
to be beyond the reach of a battle of armies, and men of honor have risen from the least likely of sources.
What few records exist of one such society of warrior-monks, referred to only by the sobriquet "Hour Past
Midnight", a reference to their secretive meetings, rumored to only occur in the dead of night. They were
said to be masters of arming themselves from plain sight, striking their chosen foes down with whatever
could be improvised. Legends spoke not only of the range of exotic weapons they would employ, but of
their exceptional skill with each, striking and defending as a master.

See also: 'EXOTIC WEAPONS'


Incarnadine Wave
'INCARNADINE WAVE'

Stalking their prey like wolves, the elite guard of the first Lord Captain of Darsylon once practiced a
fighting style which their enemies named the Incarnadine Wave, in testament to the savage quickness
and flowing, rhythmic style of their sword strokes. Adaptable to any weapon, though most often practiced
with lightweight ones, the Royal Family banned its teaching, citing its emphasis on painful strikes to vital
areas as unfit for noblemen to employ. Since then, no master of it has come forward, but rumors persist of
warrior-monks who have unearthed the forbidden lessons, focusing their will not on brute force, but rather
the pinpoint accuracy and striking beauty of its motions.


Landslide of the Second Breath
'LANDSLIDE OF THE SECOND BREATH'

Slow to anger in their dealing with others, the warrior-monks of the Order of Macalla are nonetheless
mentioned only in whispered tones among their sworn foes, such is their fury during the throes of battle.
A hallmark of their dwarven members, the maneuver of the Landslide of the Second Breath is an
adaptation of driving one's foe to control the place of combat. Modifications of their fighting stances not
only made their warriors extremely difficult to move from their chosen place, but allowed them to drive
less balanced foes with devastating effect, often hurling them to the ground with their furious charges.


Maelstrom of the Veils
'MAELSTROM OF THE VEILS'

In the scriptures of the warrior-monks of Macalla, it was written that one's duty overshadows all injury to
the body. To this end, they trained under any duress imaginable, learning to fight from one knee, with
their off hand, or even without their sight. One of the most successful techniques that came from this
training involved weeks of sight deprivation during exercises, as the monks learned to rely on hearing,
instinctual foresight, and disturbances in the nearby air to anticipate the location of potential foes in their
vicinity. While they cannot identify a foe so easily, they have little difficulty lashing out at who is nearby.
Finally, they can manipulate their carried gear nearly as well as if they were still sighted, such is their
ability to recall and feel the location of each item. More challenging tasks, such as getting things from
containers, will still be beyond them.

(A warrior who comprehends this Legacy can address PCs or NPCs "by number" even while blind. For
example, "dirt 2." will work, but "dirt kobold" will not.)


Mercy of the Typhoon
'MERCY OF THE TYPHOON' TYPHOON

Rumored to have been the creation of the elite guard of Lord Kiadana-Rah, this method of pressing a
combat was said to be the difference between the guard defeating an enemy, and routing them. Never
pausing to reflect on victory, they learned to overwhelm a single foe and have a second strike upon the
next the instant the first perished or sought escape. The legends claim these guards became so furious
with battle frenzy as to be beyond their Lord's control, and the secret vanished for centuries after their
Lord had them put to death for daring to disobey his orders.

One with Shadows'
ONE WITH SHADOWS'

Every warrior learns the value of being the first to strike in a battle, but few ever master the perpetual
state of readiness necessary to thwart their foes' ability to catch them off guard. The stances and grips of
those who comprehend the ancient legacy of One With Shadows were designed to let a warrior react at a
moment's notice, and were only truly mastered by those who were as clever as they were strong.
Through a series of compact ripostes and vicious counters, the warriors who make alertness their
unconscious state of mind become adept at foiling surprise attacks of various kinds.


Outcry of Steel
OUTCRY OF STEEL

The tireless struggle of the most dutiful warriors has led many to seek conditioning above and beyond
what their guildmasters say is sufficient. The plains-runners of the northern barbarian tribes were masters
of this long before Udgaard Loke's armies pushed them from their homes, and were said to be able to
give chase even to the gazelle. The strength in their legs was useful in battle as well, whether in
escaping, grasping a thin opportunity to retreat, or dashing into battle with their characteristic clanging of
swords. Since that day, the few who preserve their lessons have called the fruits of their labor the Outcry
of Steel.

(Note: Warriors with this legacy may, among other benefits, "nest" dashes together to form one longer
dash, i.e. 'dash e dash e bash kobold'. This is tiring, however.)


Place of the Raging River
PLACE OF THE RAGING RIVER

Among the many meditations of the Order of the Macalla, one of the most difficult to master was the
Place of the Raging River. Its nature is steeped is an intensity of thought that few ever master, filling
one's mind with flurries of images, ideals, and memories at the slightest hint of the fading of
consciousness. The goal is to resist the calling of the gray void of sleep brought on by injury, duress, or
malevolent influences, and to ensure if one perishes, it is in the throes of battle, and not the ignominy of
inaction.


Renewal of Spring
RENEWAL OF SPRING

Though the claims of mysterious warrior-monks who endured millennia without feeling the cold grip of age
are surely exaggerations, there have certainly been many tales of those who labored to restore the
strength of use to their tired forms, slowing the inevitable, and recovering from the toll of lost battles long
past. Somewhere amidst these claims is likely a seed of truth, and the vigor of the seldom-seen Elders of
these orders bespeaks the success of their ways.


Renewal of Spring
RIDDLE OF RESILIENCE
When asked how he could fight on through the worst of injuries, Thokora Meteshen of Calandryl would
simply inform the curious soul that he learned to divorce the sensation of pain from the unpleasant
connotation others felt. While he still was aware of its presence, he had unlocked a way to place himself
beyond its discomfort, and legends bespoke his victories won with broken bones, horrible bleeding
gashes, and worse. Those few who suffered the agony of his teachings were said to resist maladies
which would leave a less prepared warrior little more than able to stand.


Soul of the Mountain
SOUL OF THE MOUNTAIN

Duty was always the first cause of the warrior-monks of the Order of Macalla. And with duty, oft came
battles seemingly beyond the reach of a single man, struggling against overwhelming odds and
dishonorable treachery. The meditations of the Soul of the Mountain were ones of endurance, of fighting
on even when badly injured. Through its ways, the warrior-monks learned to survive even grave injuries,
though their meditations did little to reduce the pain.


Space Between the Heartbeats
SPACE BETWEEN HEARTBEATS

Those warriors who honed their reflexes to the precision demanded by the technique of Space Between
Heartbeats were said to be faster than thought. Though not especially forceful, their strikes were
masterpieces of rapid acceleration, beginning and ending in one instant. Their hallmark technique was to
hover near their foe, daring them to take their eyes off them for that one instant they coveted. Foes who
distracted themselves with picking up items, rummaging through packs, fumbling with backup weapons,
and the like while fending off these warriors often found themselves on the receiving end of strikes they
never saw, delivered in the Space Between Heartbeats.


Striking the Shadows Footfall
STRIKING THE SHADOWS FOOTFALL

It was said that the eldest and most respected on the warrior-monks of Macalla lost many honorable
duels in his life, but never lost one rematch. His eye for detail was passed on to only choice students,
and the technique he developed became known as Striking the Shadow's Footfall. This name was
chosen because he could predict an opponent's movements so well, he even knew where their shadow
would next stand. Though he fought as any other early in a duel, as he sparred with a foe, he eventually
learned all their flaws, and before his foe knew how it happened, they were on the ground, his favored
staff tapping them lightly on the skull as a signal of his victory.

The techniques of this Legacy are refined enough that they are curiously useless against unskilled foes.
Only members of adventuring guilds possess refined enough styles to take advantage of.


Vanguards Desire
VANGUARDS DESIRE

Even within the ranks of the Macalla, there were times when their goals of duty, fairness, and honor
called for missions involving several monks striking as one against some great tyrant. For these reasons,
the eldest of monks learned not only to steel their will against adversity, but to inspire their allies,
multiplying their personal effectiveness. From lifting their spirits through dramatic warcries, to their rapid
and heroic rescues, to coordinating retreats of the group in times of danger, their leadership proved a
great boon to all.
Ward of Blades
WARD OF BLADES

Those few who dedicated themselves to the Ward of Blades devoted their eye and mind to keeping their
weapons in constant defensive motion, never pausing while engaged in battle. The constant momentum
of their weapons proved effective in turning aside blows, and the early masters soon developed variants
of the style for any weapon, even the bare hands. Though less eye-catching than more complex
maneuvers, few warriors can ply their craft without effective parrying.


Whirlwind of Steel
WHIRLWIND OF STEEL

Through exhausting challenges and preparation, the arial warrior-monks of the Order of Macalla were
said to have developed this technique to press the advantage they had over slower foes. Capitalizing on
being able to outpace their foes, they learned to deliver a frightening volume of strikes by jabbing and
swinging before their opponent could adjust and react. The term Whirlwind of Steel was coined, as much
a nod to the furious motion as to the swirling winds that followed the wings of these arials.


Whispers of the Great Siege
WHISPERS OF THE GREAT SIEGE

Those warriors who heard the Whispers of the Great Siege knew the nature of hardship, and are
tenacious even in lean times. Learning to quickly recover from injury, and stretch rations of food and
water to their limits, these warriors learned to substitute willpower for more mundane needs of the flesh,
fighting on through the worst of conditions.

Ranger
RANGER RANGERS

Outdoorsmen, hunters, masters of woodcraft, Rangers are the guardians of the forests. In addition to
having excellent fighting skills, they are also wielders of some powerful magic. Some Rangers have been
known to imitate the ferociousness of bears, fashion mystical staves, and be able to camouflage beyond
detection. Their ability to ambush opponents makes them deadly foes. Rumors say they practice in the
forest west of Galadon, north of Arkham, south of Tir-Talath, and in the Emerald Forest.

The prime stat of a Ranger is Strength, and some of their abilities are: Fashion Staff, Ambush,
Camouflage, Herbs, Bark Skin, Butcher, Protection Heat Cold, Acute Vision, Creep, Snare, Bearcharge,
Backrake, Serpentstrike and Entangle.

Rangers become more comfortable with their skills as they spend more and more time within the
wilderness, away from cities.

Cloud Giants, Humans, Elves, Wood-Elves, Half-Elves, Half-Drows and Felar may become Rangers.


Wilderness Familiarity
'WILDERNESS FAMILIARITY'

This skill known to experienced rangers reflects their long years spent fighting within the wild regions of
Thera. Using their advanced knowledge of the wilderness, rangers who have spent much of their time
fighting and training in untamed reaches may enjoy greatly enhanced abilities to dodge and otherwise
avoid blows within wild lands and against animals and shapeshifters in the form of animals.
This is an automatic skill.

Assassin
ASSASSIN ASSASSINS
Hailing from unknown lands, the first assassins in Thera were masters of a weaponless combat involving
precise strikes as well as deadly grappling techniques. Over the centuries, though, much has been lost.
Assassins of today retain their deadly strikes and kicks, but any semblance of the black magic of their
ancestors is long forgotten. Their knowledge of pressure points and critical strikes makes them deadly
foes with and without weapons.

The prime stat of an Assassin is Dexterity, and some of their abilities are: Strangle, Bind Wounds, Nerve,
Caltrap, Throw, Sneak, Hide, Assassinate, Endure, Kotegaeshi, Kansetsuwaza, and Ground Control.

The skills of an Assassin can only be learned by Humans, Half-Elves, Half-Drow, Dark-Elves, Arials, and
Felars.

Assassin Kicks
As assassins progress in prowess in the unarmed arts, they are trained to deliver increasingly advanced
kicks. Useful not only for dealing solid blows, they can provide ways for a skilled practitioner to take their
foe off balance or perform other useful combat feats.

Kick:              Level:             Prerequisite:
-----              ------             -------------
Wheel Kick            1                    None
Sweep Kick            6               91% wheel kick
Side Kick            11               91% sweep kick
Scissor Kick         16               91% side kick
Mule Kick            21               91% scissor kick
Crescent Kick        26               91% mule kick
Axe Kick             31               91% crescent kick
Mountain Storm Kick 36                91% axe kick
Double Spin Kick     41               91% mountain storm kick
Rising Phoenix Kick 46                91% double spin kick

See also: ASSASSIN, and helpfiles for the individual kicks.


Anti-Paladin
ANTI-PALADIN ANTI-PALADINS ANTIPALADIN ANTIPALADINS ANTI 'ANTI PALADINS'

These knights have chosen evil as their course. Such fervor and zeal gives them deadly spells to
compliment their already superb fighting skills. They seek only personal gain, regardless of the suffering
they will cause as they do so. Anti-paladins must stay evil in order to cast their spells. Those who
forsake the darkness are frowned upon.

The prime stat of an Anti-paladin is Strength, and some of their abilities are: Cleave, Fireball, Iceball,
Demand, Plague, Aura of Despair, Vault, Summon, Worldbind, Bloodlust of the Twelve Fiends, and
Unholy Blessing.

The abilities of an Anti-Paladin may only be learned by Humans, Dark-Elves, Half-Elves, Half-Drows,
Arials, Felar, Duergar, and Fire Giants.
Unholy Blessing
UNHOLY 'UNHOLY BLESSING'
Syntax: cast 'unholy blessing' <weapon>

This dark spell allows the user to imbue a weapon with a portion of their power. This causes the weapon
to become attuned to them, and has the unfortunate side-effect of destroying any enchantments on the
weapon. If a weapon with this unholy blessing is later used to kill, it will grow in power proportional to the
strength of the fallen foe. Foes who are weak may fail to provide this benefit, but stronger foes can
provide greater leaps in power. The weapon must be wielded in the primary hand to take this power. It
has been noted that destroying one of these defiled weapons will cause great pain to the person it is
attuned to.

Also see the helpfile for LEECH.


Leech Unholy Blessing
LEECH 'LEECH UNHOLY BLESSING'
syntax: cast 'leech unholy blessing' <source weapon> <destination>

This spell allows an anti-paladin to transfer the unholy power a weapon, either their own or another anti-
paladin's, has accumulated to another weapon.

Also see the helpfile on UNHOLY BLESSING.


Thief
THIEF THIEVES

There are many different interpretations of being a thief, even among this class's top guildmasters. For
that reason, a student of thievery may find different lessons at the guildmasters across Thera. The
student may choose to follow one guildmaster exclusively and learn his style completely, or he may
choose to take lessons from a combination of guilds. However, it is often noted that the thieves that learn
the most deadly skills have put all of their focus into one style. As you progress in one style, you
eliminate your options in the other styles.

The styles range from expert pickpockets to clever trappers. Some may use the art of intimidation, while
others master poisons. The thief class is one of variety, and you can never tell what types of tricks one
may have up his sleeve.

The more popular guilds require membership, but the lesser-traveled guilds allow unfettered entry.

The prime stat of a Thief is Dexterity, and a sampling of possible abilities are: Backstab, Blackjack,
Grapple, Detect Hidden, Advanced Picklock, Sneak, Hide, Truss, Knife, Steal, Apply and Concoct
poisons, Waylay, Counterfeit, etc.

All races except for the Giant races, Orcs, Wood Elves, and Dwarves may become thieves.

See also: GUILDHALLS, 'GUILD JOIN', KINGPIN.

Guilds
GUILD DUES 'GUILD JOIN'
Syntax:
    guild join
    guild status
       guild donate <amount>
       guild members [member name]

Joining a guild as a member is something that has been historically taken for granted. Some guilds are
closing their doors to non-members, so membership is a requirement for entrance to some of the guild
halls. When you join a guild you may receive benefits of such, depending on the guild. You may join one
(or sometimes more) guilds in the land, though the price of entrance may vary between guilds. In order to
join a guild, you must find the guildguard of the guild to become a member. All those under the 10th level
will be allowed entrance to all of their respective guilds, regardless of membership status.

As a member of a guild, you are able to get information about yourself ('guild status') and what you have
contributed to the guild, along with some other basic information about the other members ('guild
members') of that particular guild. You may also donate ('guild donate') extra money you may have to the
guild to help with guild hall maintenance.

Some guilds have codes that they follow, and subsequently blackball members who don't follow the code.
If there are guild leaders, they have the power to blackball individuals from the guild.

Currently, only thieves have organized themselves in such a fashion.

Example Guildhalls (there are more) :

Type        City               First Skill      Membership Required
Trapper     Blackclaw          Detect Traps     X
Trapper     Arial City         Detect Traps
Thug        Dagdan             Push             X
Thug        Tir-Talath         Push
Pickpocket Galadon             Plant            X
Pickpocket Udgaard             Plant
Kidnapper Hamsah Mu'Tazz Nimble Fingers X
Kidnapper Seantryn Modan Nimble Fingers
Poisoner    Ruined City        Apply            X
Poisoner    Hillcrest          Apply



Bard
BARD BARDS

Bards are a class of musicians that know some of the fighting skills and sing songs, write stories, and
record history. They are not true fighting artists, mostly picking up rudimentary skills from their frequent
bar fights and other brawls. Until a bard becomes very skilled, they will need to use an instrument. The
songs of bards are not magical in nature, but rather have a powerful mood-affecting, suggestive, or
inspiring effect on their audience.

A powerful bard with a strong command of their voice may attempt to go beyond mere suggestion and
weave powerful illusions within the minds of their audience.

The prime stat of bards is charisma.
Some of the bard songs are: elven adagio, cacophonous clamor, tranquil serenade, nocturne of fright,
and dirge of solitude.

REHEARSE will let a bard know the titles of his/her songs.

Humans, half-elves, half-drows, elves, woodelves and arials may be bards.


Repertoire

Syntax:

repertoire <comedic|epic|romantic|tragic>

repertoire preferred <comedic|epic|romantic|tragic>

While the melodies and influence of well-known songs remain fundamentally consistent, over the years
bards have developed distinct lyrical styles to these widespread tunes in order to suit their moods and
circumstances.

Using this command, a bard may select one of four lyrical repertoires: Comedic, Epic, Romantic, or Tragic
- each having its own strengths and weaknesses.

One can periodically switch repertoires to suit his or her current mood or needs. Repertoire-switching
requires a great deal of emotional focus, however, so bard guildmasters strongly advise that a bard
predominately adhere to the repertoire that most reflects one's personality and style.

It is also said that instrument choice can accentuate or hinder performance depending on one's chosen
repertoire.

A bard should also designate a 'preferred' repertoire, most compatible with their role. This is a one-time
choice, and the result is permanent. All bards sing slightly better in their preferred repertoire, but it is still
wise to make use of the other ones as the situation dictates.

SEE ALSO: COMEDIC, EPIC, ROMANTIC, TRAGIC, INSTRUMENTS

Sing

Usage: sing <song title>

Once you have chosen your repertoire, use this command to sing bard songs. You need an instrument
(unless you have the A CAPELLA skill) and sometimes it helps to be a bit drunk. To find out more about
the individual songs, see the help for each. Note that all bard songs can affect one or more listeners in
the same room, and thus hostile songs may provoke combat with several foes at once.

See also: REHEARSE, REPERTOIRE

Rehearse
REHEARSE 'REHEARSAL SESSIONS'
Usage: rehearse
   rehearse <song title>
   rehearse <song title> <object for barter>

Rehearse without an argument shows you a list of your songs with mana cost and how well learned they
are. If done in the presence of your guildmaster, you will also see how much it will cost you to rehearse
each song. Under level 11 there is no charge for rehearsing songs. At levels beyond that, there is a
discounted price on rehearsing songs in your hometown.

To rehearse a specific song you need to find your guildmaster and rehearse the song. If you are *not* at
your guildmaster, you may use rehearse with the song title to find out your ability in that song. If you are
at your guildmaster, you will actually rehearse the song instead of just seeing your percentage. Songs
use the same practice sessions as skills and spells so you will notice that you have the same number of
'rehearsal sessions' as 'practice sessions' because you use them for skills, spells, and songs.

If you include an object in the command syntax, you will attempt to barter the object for the service in lieu
of a currency payment.

See also: BARTER

Empowerment Classes
Healer
Healers are priests whose role within their religion is to protect and heal the faithful. They are the most
defensively oriented of all classes, and their ability to heal wounds and cure harmful conditions is
unmatched. Like all of the priest classes, healers can commune only the simplest of supplications unless
accepted by a deity via EMPOWERMENT.

Healers must be good or neutral, with the exception of humans and dark elves whose societies are
warped enough to produce evil healers.

The prime stat on healers is wisdom and some of their abilities are: Blade Barrier, Swiftness, Rejuvenate,
Restoration, Awaken, Ardent Faith, Sanctify Room, Nap and Group Teleport.

Humans, half-elves, half-drows, elves, gnomes, svirfnebli, cloud giants, storm giants, dwarves, dark elves,
and arials may be healers. See: help EMPOWERMENT


Paladin

These holy warriors have chosen a path of virtue and religious zeal. This dedication to their cause grants
them priest-like spells and healing powers. They are also formidable fighters, always questing
to stamp out evil. Paladins must stay good in order to commune their supplications. Those who forsake
goodness are frowned upon. Paladins require EMPOWERMENT to use any but the simplest of their skills
and supplications due to the clerical nature of many of their powers (See the helpfile for
EMPOWERMENT). Paladins can be either Lawful Good or Neutral Good.

The prime stat of a Paladin is Strength, and some of their abilities are: Wrath, Holy Word, Heal, Sanctuary,
Shield Bash, Track the Wicked, Lay Hands, Crusade and Third Attack.

Paladins gain additional abilities once they determine which path of combat to dedicate themselves to.
They can choose to dedicate themselves to the art of two-handed weapon fighting or shield fighting.
See: "HELP DEDICATE"

Each paladin focuses their worship through a particular aspect of the paladin code. They must continue
to periodically seek out their deity in order to receive further supplications.

Only Humans, Storm Giants, Half-Elves, Half-Drows, Dwarves and Elves may learn to be a paladin.
Paladin Code

1. Live to be the guiding light for all to follow and look towards. Your beliefs must be as solid as your
loyalty is to your god.
2. Do not be greedy; limit your belongings to only the basic necessities. All extras will be donated to the
less fortunate or sacrificed.
3. Think and control your actions before bloodshed. Patience and diligence will guide your actions.
4. Never abandon your friends, allies or your beliefs. Fight with courage, and if you must you will die.
Never betray your comrades or cower in fear.
5. Fight and extract justice for all worthy causes.
6. Provide hope for all; you shall risk your own life to aid others and when able heal and tend to the
injured.
7. Be fair of speech and actions.
8. Never lie; be true to your word.
9. Respect the laws of the land and those who seek to enforce them.
10. Do not become like those you fight. Respect, Integrity, Valor.
11. Do not associate with the taint of evil, in any way.
12. Respect the guild, and the other Paladins that belong to it.


Dedications
DEDICATE

Syntax: dedicate <two/shield>

This command allows a paladin to choose their combat focus between two-handed weapon fighting and
shield fighting. A paladin who chooses to fight with two-handed weapons sacrifices their shield, but can
land more powerful blows. A paladin who chooses to fight with a shield has improved defensive
capabilities. This choice is made at the 10th level.

'SHIELD DEDICATION'

Paladins who choose to dedicate their fighting style to use their shields more effectively, focusing on
defensive stances, and learning to make potent use of their shield as an offensive tool when the
opportunity presents.

Skill:                Level:
Shield Mastery          10
Shield Jab              15
Flank Attack            24
Angel's Wing            32

'TWO-HANDED DEDICATION'

Paladins who choose to dedicate their fighting style to two-handed swords and maces, focus on landing
powerful blows to vanquish their enemies. They sacrifice the use of their shield to do such, but do so
willingly for the more forceful strikes.

Skill:                          Level:
Strike of     Faith               10
Strike of     Purity              20
Templar's     Defense             25
Strike of     Deliverance         30
Shaman

Shamans are priests whose role within their religion is to seek and destroy the enemies of the faith. They
possess an impressive array of supplications and are the most offensively oriented of the priest classes.
However, because of the aggressive nature of their gift, many of their beneficial supplications can only be
communed upon themselves. Like all of the priest classes, shamans require EMPOWERMENT to access
any but the weakest of their powers. Shamans must be good or evil.

The prime stat on shamans is wisdom, and some of their abilities are: Enhanced damage, Summon,
Frenzy, Fatigue, Damnation, Rot, Famish, Aristaeia, and Wither.

Human, half-elves, half-drows, dark elves, dwarves, storm giants, fire giants, duergar, arials, and
minotaurs may be shamans.

See: help EMPOWERMENT

Druid

Druids are priests with powers relating to nature. In their natural environment druids can gather food and
herbs, summon allies from the wilderness, hide beyond detection and severely damage their foes.
However, they are uncomfortable and much less effective indoors or within the confines of a city. Druids
rely upon the acceptance of a deity via EMPOWERMENT to use any but the simplest of their upplications.

Druids must be neutral.

The prime stat of druids is wisdom and some of their abilities are: Moonbeam, the Hunt, Spike growth,
Thorn, Liveoak, Sunray, Treeform, Briartangle, Spores, Thornheart, Herbal Forage and Call of the Wild.

Druids become more at ease with their abilities as they spend more and more time within the wilderness.
Only humans, half-elves, half-drows, wood-elves, gnomes, cloud giants and arials may be druids.


Mage Classes
Transmuter

These magi specialize in the alteration of living things with the use of their magic. Channeling their magic
into the flesh of willing or unwilling victims, Transmuters are known to be proficient in bodily
enhancements and disruptions. While they are at their most powerful when altering their own body, they
have learned to pass a host of useful enhancements onto others, making them highly coveted as allies.

The prime stat of a Transmuter is Intelligence, and some of their abilities are: Duo Dimension, Disrupt
Flesh, Repair Bone, Neurological Disruption, Calcify, and Corporeal Hardening.

All races may become Transmuters except for the Giant races, Duergar, Dwarves, Orcs, Wood-Elves,
and Felar.

Shapeshifter

These magic users specialize in the alteration of their own bodies through the use of their magic. As they
progress in their guilds they can twist and turn their bodies into more powerful animal forms.
The prime stat of a Shapeshifter is Intelligence, and some of their abilities are: slow, haste, stone skin,
enlarge, reduce and shapeshift.

Some of the forms attainable by the most powerful shapeshifters are jaguar, panther, crocodile,
diamondback, hyena, cobra, owl, vulture, dolphin and giant squid.

All races may become shapeshifters except for the Giant races, Duergar, Dwarves, Wood-elves, and
Orcs. Felar may become shapeshifters, but can not focus upon the Water and Air foci, due to their roots.

See Also: SHAPEFOCUS, FORMS, REVERT, ENLIVEN


Shapeshifting Foci

SHAPEFOCUS FOCI
Syntax:
     shapefocus major <focus>
     shapefocus minor <focus>

This command allows shapeshifters to choose the major and minor focus of their shapeshifting magic.
Once chosen, it can never be changed. Shapeshifters gain four progressively powerful forms in their
major focus and one weak form and a strong form in their minor focus. Shapeshifters do not see the
forms until they can become the shape.

The five foci are:
Offense: Land-based forms which are primarily offensive in their abilities, attempting to bring down prey
with overwhelming force. Their natural defensive abilities are very limited.

Defense: Land-based forms which are primarily defensive in their abilities, able to endure or avoid
tremendous amounts of damage. Their natural offensive abilities are very limited.

Utility: Land-based forms which possess abilities not easily classified into offense or defense, such as
stealth or quick movement. They are considered a mix between the two, capable of neither exceptional
offense or defense.

Water:     Aquatic forms, unable to function on land. The strongest of these are the undisputed lords of the
water.

Air:     Airborne forms capable of high-altitude flight, enabling them to cover vast distances quickly.

Take note that felar cannot choose Water or Air foci.

See also: FORMS, SHAPESHIFT, REVERT, ENLIVEN


Forms

Forms displays the forms a shapeshifter knows how to shapeshift into. They become more skilled at
these forms by doing those things these forms do best.

It is rumored that there exist some forms which are far more powerful than the norm. It is more strongly
rumored that the best way not to gain one of these forms is to ask the Gods for one.

See also: SHAPEFOCUS, SHAPESHIFT, REVERT, ENLIVEN
Invoker

Unlike the Transmuter, the invoker does not need to incorporate an existing thing into their spells.
Instead, magical energy is invoked/evoked to create the desired effect. Invokers are known primarily
for their abilities to use and control elemental magic dealing with the seven paths of fire, earth, air, water,
frost, lightning, and ooze.

The prime stat of an Invoker is Intelligence, and some of their abilities are: Channel Heat, Frost Fingers,
Shocking Touch, Cyclone, Create Water, Earthquake, and Word of Recall.

Invokers gain new spells in each of their elemental paths as they become masters of the spells in those
paths.

All races may become invokers except for the Giant races, Duergar, Dwarves, Orcs, Wood-Elves, and
Felars.

See also: AFFINITY, AIR PATH, EARTH PATH, FIRE PATH, ICE PATH, LIGHTNING PATH, OOZE
PATH, WATER PATH

Affinities
AFFINITY AFFINITIES

Syntax:
    affinity <element> <number>
    affinity default
    affinity

Upon character generation, you choose your character's affinities using this command. Your character
begins with 35 points, to be allocated as you wish around the 7 known and studied elements:

Main Elements: Air, Earth, Fire, and Water
Para-Elements: Ice and Ooze
Quasi-Element: Lightning

You may allot 0 to 10 points in each element, with 10 denoting an element your character manipulates
with natural talent, and 0 being only possible with great effort. Affinity primarily affects the rate at which
spells are learned, and the amount of mana required to cast them, but may have more subtle effects as
well.

Arials have a small bonus to gaining affinity with Air (3 points for every 2 spent), and Svirfnebli gain two
Earth affinity points for every one spent.

Example command: "affinity fire 2" would take 2 of your unused points, and add them to your ability with
the Element of Fire.

Typing "affinity" by itself will list how your points are distributed.

IMPORTANT: Once a point is assigned, you cannot remove it. It is in your best interests to assign all 35
points immediately.

IMPORTANT: If you are a new player, we recommend using "affinity default" instead of allotting points.
This will give you average ability in all 7 elements, which will help you explore the class.

From your character's point of view (IC):
Through their studies, invokers exploit their innate affinities to create and control the fundamental
elements of their craft. Different magi realize expertise in a variety of patterns, and Theran cultures have
speculated upon the cause of this unusual phenomena - some credit blind fate, others the positions of the
stars at birth, still others the dreams of the child's mother. It is entirely possible any or all of these are
wrong, and schools of wizardry and philosophy debate these theories with intense vigor.


Air Path
'AIR PATH' 'WIND PATH'

Often mastered by the winged Arials, the Element of Air is associated in lore with chaos and
unpredictability. Invokers who study this may seek to tame the winds, or merely revel in the freedom of its
power, performing feats from raging gusts to hiding amid the very air.

Spell                           Level            Requirement
Cyclone                         1                None
Whispering Wind                 11               100% cyclone
Wind Wall                       16               100% cyclone
Buffet                          27               100% wind wall
Noxious Cloud                   34               100% buffet, 100% wall of fire
Airshield                       38               100% buffet
Shield of Winds                 38               100% airshield
Vortex                          41               100% airshield
Improved Invis                  44               100% vortex
Incendiary Cloud                47               100% buffet, 100% fireshield

Fire Path

Wild and difficult to control, the Element of Fire is known for its raw destructive power. Invokers of this
path learn to tame and unleash its power in all its forms, from a well-controlled touch, to an open
conflagration.

Spell                           Level            Requirement
Channel Heat                    1                None
Wall of Fire                    12               100% channel heat
Fireball                        21               100% wall of fire
Controlled Fireball             30               100% fireball
Noxious Cloud                   34               100% wall of fire, 100% buffet
Nova                            35               100% controlled fireball
Fireshield                      38               100% nova
Shield of Flames                38               100% fireshield
Immolation                      45               100% fireshield
Incendiary Cloud                47               100% fireshield, 100% buffet


Earth Path

Obstinate yet potent, the Element of Earth is one of brute force, and invokers who study this path focus
upon shaping, breaking, and hurling the dirt, rocks, and stones beneath their feet. A favored craft of the
subterranean Svirfnebli, what it lacks in finesse, it makes up in strength.

Spell                           Level            Requirement
Earthquake                      1                None
Stoneshatter                    14               100% earthquake
Avalanche                       22               100% stoneshatter
Earth Ripple                     27               100%   avalanche
Pebble to Boulder                32               100%   avalanche
Earthshield                      38               100%   pebble to boulder
Shield of Earth                  38               100%   earthshield
Dig                              41               100%   earthshield
Rain of Stone                    48               100%   earthshield

Water Path

From the calm of a placid lake to the raging heart of a whirlpool, the Element of Water take many forms.
Invokers who master its secrets learn a variety of feats, from creating fresh drinking water, to shaping
scalding geysers to drown their foes.

Spell                            Level            Requirement
Create Water                     1                None
Create Spring                    11               100% create water
Drown                            26               100% create spring
Tsunami                          28               100% create spring
Watershield                      38               100% drown, 100% tsunami
Shield of Waves                  38               100% watershield
Engulf                           43               100% watershield
Geyser                           45               100% watershield

Ooze Path

The Para-Element of Ooze lies between the Elements of Water and Earth. Invokers who study it learn to
create potent mineral acids, and a variety of slippery or sticky surfaces to hinder their foes. Less direct in
its destructive capabilities than some other elements, it provides flexibility and trickery to the wily invoker.

Spell                            Level            Requirement
Acidic Secretion                 1                None
Grease                           12               100% acidic secretion
Siltscreen                       19               100% grease
Adhesive Web                     23               100% grease
Gel                              29               100% adhesive web
Vitriolic Stream                 36               100% gel
Oozeshield                       38               100% vitriolic stream
Shield of Slime                  38               100% oozeshield
Quicksand                        46               100% oozeshield

Conjurer

The Conjurer uses magic to bind extra-planar beings into service, using the powers of these beings to
accomplish their goals. The beings conjured can provide the Conjurer with information, protection,
transport, or offensive strength. Each Conjurer may be versed in the creation of circles of protection
should their bindings fail.

The primary stat of the Conjurer is Charisma, as bargaining with beings of superior strength and intellect
may be quite challenging. The Conjurer must choose his interplanar allies wisely, for all services may
require a hidden cost.

All races may become Conjurers except for Giants, Dwarves, Duergar, Orcs, Wood Elves, Minotaurs and
Felar.
Necromancer

These magic-users have chosen a path of evil for their studies. They specialize in the control and use of
negative energy in their magic. They are known to be able to create zombies, drain the life from their
opponents, and to kill with a single word. They are also known for assorted maledictions involving
controlled bursts of negative energy. Nearing the pinnacle of their power Necromancers may attempt to
transform into a Lich, an undead being of great sorcerous power. Being undead, the Lich will never die of
old age though their physical form may still be destroyed. The transformation (or "Becoming") can be
attempted after the Necromancer quests for the ingredients to their elixir of death. The transformation is
not without risk, however. Many that quaff the elixir have been permanently crippled or have utterly
destroyed themselves in the process. The elixir may only be brewed at 47th level (Spectre) and the
transformation is necessary to reach greater power (also see helpfile for LICH).

The prime stat of a Necromancer is Intelligence, and some of their abilities are: Animate Dead, Greater
Undead, Vampiric Touch, Power Word: Kill, Summon, Forget, Gravesight, Crimson Scourge, and
Wraithform.

The only races that may learn the necromantic arts are Humans, Half-Elves, Half-Drows, Dark-Elves and
Arials.

LICH 'THE BECOMING' ELIXIR MUMMY MUMMIES VAMPIRES SPECTRES

Necromancers of great power can attempt to transform themselves into forms of undead, essentially
attaining a form of immortality while bound by strong ties to the Negative Material Plane. As the wizard
ages in this form, skin and muscle give way to bones and empty eye sockets, altering the once mortal
creature into an unnatural and hideous thing. Once the necromancer has completed transformation (or
"Becoming") they are no longer living beings and therefore are free of hunger, thirst, or the weaknesses
of mortal "life".

One form of the undead is the lich, rumored to be created from a mortal body by a remarkably potent
Elixir, the contents of which are closely guarded. Several Rituals of Power are available to these lords of
the undead; the most infamous being the Ritual of Abominations in which Liches can desecrate the
remains of the dead and steal a small portion of their life energy (storing it in an enchanted phylactery).
The Lich can call upon these fragments of life energy and temporarily harness the knowledge of the fallen
in doing so.

Mummies are a second form of sentient undead, and the transformation from a living being to a mummy
is no better understood. Accounts of their powers vary, but they are said to be able to use Abstraction to
steal the flesh of the living so that they may recapture the pleasures and pains that escape their lifeless
bodies.

Vampires are perhaps the least understood of the three major races of sentient undead, although all of
the rumors agree that they must feast on the blood of the living to remain alive. Other accounts speak of
their ability to transfix a mortal with their chilling gaze, or shapechange into creatures of the night such as
bats and wolves.



                                                 RACES
Overview
Human            The standard race. Average stats, gains levels fast.
Elf              Very smart & quick, but frail. Always good. Costs 500 extra exp
Half-Elf         Human/elf mix. Intelligent, fast, and wise. Costs 100 extra exp.
Half-Drow           Human/drow mix. Intelligent, fast, and wise. Costs 100 extra exp.
Dark-Elf            Evil elves, smart and quick. Costs 500 extra exp.
Storm Giant         Good giants, Strong, smartest of Giants. Costs 500 extra exp.
Cloud Giant         Neutral giants that fly, Strong and Stout. Costs 500 extra exp.
Fire Giant          Evil giants. Very strong, stout, very dumb. Costs 500 extra exp.
Arial               Agile bird-like creatures that fly, smart. Costs 250 extra exp.
Felar               Modified cats, agile and tough but weakened. Costs 250 extra exp.
Dwarf               Healthy little folk, but not too nimble. Costs 250 extra exp.
Duergar             Evil Dwarves, more agile than their cousins. Costs 250 extra exp.
Gnome               Tough little creatures. Wisest race, smart. Costs 300 extra exp.
Svirfnebli          Deep gnomes, strong and very wise. Costs 250 extra exp.
Wood-Elf            Neutral elves, sturdier than their cousins. Costs 400 extra exp.
Orc                 Evil, destructive, strong, but cowardly. Costs 100 extra exp.
Minotaur            Very rare, strong and cunning, and fairly dumb. Costs 450 extra
exp

For more information, type "help <race>".


Human
Humans are the most common race in the world, and make up the majority of adventurers. Although they
have no special talents like the other races, they are more versatile, being skilled in all classes. Humans
average six feet in height and are known to have colorings of all types.


Max stats:

Str : Strong (20)    Int: Genius (20) Wis: Wise (20)

Dex : Dextrous (20) Con: Healthy (20) Cha: Charismatic (20)

Humans gain additional power (+3) in the prime stat of their chosen class.

Human warriors may choose their prime stat.

Humans may be any class except Berserkers.

Dwarf
High within their mountain kingdoms or strongholds, the dwarves of this realm are known for their hard
working nature, as well as their strength on the battlefield. Often miners or blacksmiths, the lifestyle of the
dwarves is one that has granted them a fortitude unmatched throughout the realm, allowing for greater
resistance to the common poisons and diseases of man. In addition, the will and spirit of the dwarves is
something revered by priests and soldiers alike, the intesity of their hearts so fierce that entering a
berserking rage is done with ease. Ever prideful, dwarves will generally hold honor in a high regard, their
strength, ability and words an extension that most prefer not to have questioned. With this, many have
whispered that a dwarven oath carries the weight to begin and end wars. So fierce is their loyalty towards
others of their race and those lucky enough to be called friends, that it is often said with grim seriousness
that it is far more deadly to kill a friend of a dwarf than it is to assault the dwarf themself. Such is the
depth of their pride that any dwarves who stray to the cruel or darker paths of man are frowned upon.

Civilized dwarves will average near 4' in height, though are they are remarkably stocky, the density of
their bodies so incredible that travelling underwater is nearly impossible. Due to this, they have developed
a heightened fear of drowning, the mental duress experienced when encountering water so great that it
racks their bodies with immense pain. Dwarves tend to have dark, ruddy complexions, while the pride
they show in their beards is known far and wide.

Max stats:
Str: Herculean (22) Int: Genius (19) Wis: Wise (19)
Dex: Dextrous (18) Con: Vigorous (25) Cha: Charismatic (18)

Dwarves may become Warriors, Paladins, Shamans, and Healers.

See also: "DWARF SPEECH", "TALE OF DWARVEN ORIGIN"

FORGECRAFT

Syntax: inherent 'forgecraft' <weapon>

Working a forge has been done by Dwarves for so long that it is second nature to them. They are able to
reforge metal weapons into stronger, more accurate weapons. This can only be done in a forge, and will
take quite a bit of time. There are limitations as to what you can forgecraft- the weapon must do its
harm by physical means, not elemental or magical forces. Also, the dwarf must understand how to use
the weapon in question. Finally, a novice cannot expect to improve upon the finest work of great men- as
the dwarf advances in level, they will be able to rework weapons of increasing craftsmanship.

There is always a small chance that an attempt at Forgecraft will destroy the weapon. This improvement
can only be done once per weapon.

See Also: DWARF, INHERENT

'DETECT SECRET PASSAGE'
Syntax: Automatic Inherent Ability

With their affinity for mining and building enormous underground cities, dwarves have an acute sense of
the land around them. This allows them to notice secret passages that other eyes would normally miss,
as long as they are within terrain similar to their mountainous city homes.

An identified secret passage will show up on the exits:
[Exits: north south {down}]

Tale of Dwarven Origin

Upon the molding of the world, the Lord of Order looked about and saw need for those to tend to the
forging of the lands and the molding of the ground. The task was eternal and thus daunting, requiring a
steady hand to maintain order within the jagged peaks and valleys that would slowly grow throughout the
realm. Wishing to turn his attention elsewhere, he allowed the land to 'live' and thus breathed life into the
mountains. The mountains shifted and hills grew as legend dictates the birth of Nordiach, First Lord of the
Earth. Nordiach was a tempermental God, said to sleep deep beneath the earth and to thrash in his
slumber, forming great valleys and enormous mountains. Such creation and destruction caused the Lord
of Order to question his judgement. As time passed, he knew that if the Mountain Lord was to continue in
such a way, the lands would be torn asunder. Men must be created to tend to the slumbering God. These
men would be formed in Nordiach's image. Strong like the mountains and with the depth of the canyons.
Their passions would rage like rivers and their fortitude stood with the spirit of their Lord. Each would be
compelled by the hand of Order to go to great lengths to forge and shape the land and always, tend to the
slumbering behemoth that was Nordiach. So goes the tale of the creation of the dwarves.
Dwarf Speech

Dwarves and their speech can vary as widely as the length of their beards. Whether it is mildly slurred or
having crudely shortened words, their dialogue is often hurried, the dwarves as a whole preferring action
to words. Attributed as a testament to their short tempers, the loud use of colorful phrases or curses may
sometimes slip it's way into the average dwarf's speech, something which even the most refined of
dwarves may succumb to. In addition to their common speech, some dwarves are also fond of using
runes to communicate. Be it for inspiration, demoralization, divine guidance, or some other reason, the
language is an ancient one, understood almost exclusively by the sages, historians, blacksmiths, or
priests of their society.

A few common dwarven phrases and idioms include:

"Axes high!" or "Hammers high!" - calling allies to arms, regardless of weapons used
"... smells like a duergar!" - common dwarven insult
"... unworthy of the beard you/I wear" - used to shame another dwarf, or self
"stoking my fire and raising my ire" - used to warn of increased anger
"Dull blades and stale ale!" - common dwarven curse
"One must delve deep to mine the most precious jewels." - dwarven proverb
"My kin can move mountains!" - expression of pride among dwarves
"A duergar can't smell his own stench." - dwarven proverb
"Small axe-strokes can fell the greatest of oaks." - dwarven proverb, in defense of their stature
"...clinging to my mother's beard" - reference to infancy/childhood
"The Final Quenching" - dwarven reference to death

Duergar
DUERGAR DARK-DWARF DARK-DWARVES

With the recent excavations unearthing paths to the Underdark, the race of dark dwarves known as
Duergar has made its way into Thera. Stronger than their surface cousins, their evil ways have changed
them in other areas.

Unlike their cousins, they are not known for working stone and metal, something which has made them
less hearty over time. They have become more dexterous through centuries of thievery and deceit.
Because of their many years underground, they have become adept at seeing through the shadows.
However, they cannot see hidden assassins within the shadows of the wilderness. The duergar have
also become accustomed to the dark waters living near the rivers and oceans of the Underdark. They do
not share the fear or vulnerability to water of their surface cousins.

All Duergar are evil. Duergar are slightly taller and thinner than their surface cousins. The average
duergar is approximately 4'6". The complexion of the duergar is almost ebony, and without fail they have
dark, thick, and greasy beards. Duergar share the resistance of their surface dweller cousins to poison
and magic, though their long sojourn in Darkness has made them vulnerable to holy attacks as well as to
light. Duergars can see in the dark with infravision.

Max stats:
Str: Herculean (23) Int: Average (16) Wis: Wise (18)
Dex: Quick (22)    Con: Hearty (22) Cha: Average (16)

Duergar may become Warriors, Thieves, Anti-Paladins, and Shamans.

Elf (High-Elf)
Among all the predominant races in the world, the High Elves were the firstborn, and are the longest-lived.
As such, theirs is a culturally advanced society that even still has changed little from its early days.
Their attitudes are predominantly conservative, for a race so long-lived and with such a long history will
be naturally resistant to changes. While they likewise hidebound and prejudiced in a paternalistic way,
and even though they are kind-hearted and seek to aid and protect others of non-elven races, it is often
done so with a feeling of obligation to help those lesser than one's own self. While some elves do
overcome these attitudes, they are the exception rather than the rule, for openly expressing such things,
particularly with respect to love and marriage, is to invite shunning by one's elven peers.

Despite their prejudicial attitudes, all High Elves revere the Light, and the Gods of the Light, and to do
otherwise would be one of the most horrific sins a High Elf could commit. As such, all High Elves must
begin as Good-Aligned. The purity of their souls is such that they are more difficult to corrupt with all
manner of curses.

Physically, elves are slender and graceful, and taller on average (6'3") than most humans. They possess
fair and delicate skin of an unusually fair complexion, and tend towards lighter hair and eye colorations,
although some vibrant and brilliant examples are known to occur in rare cases. They are relatively weaker
than most races, and the least physically hardy of all, but to humans, this ephemeral grace often makes
the High Elves seem exceedingly beautiful. The high elves are almost universally so light of step, that
their passage goes unnoticed by those who do not actually lay eyes upon the elf.

Born to live under the sun and sky, the High Elves make their homes in ancient forests, led by royal and
noble clans whose lineage extends back as far as anyone can remember. The most well known of these
is the Kingdom ruled by the House of Darsylon, for it has had the most dealings and trade with outsiders
over the past millennia. Legends handed down among the High Elves claim that the Gods warned them
against descending deep into the earth, and laid a curse on them to abhor cold iron for this reason.
Whether true or not, no High Elf can stand the physical presence of iron. Even having the metal in
proximity causes severe pain and discomfort, and the actual touch of the metal causes physical burns.

Elves can train in any profession, save those that require a different mindset than that of the Light, such
as Druid, Anti-Paladin, or Necromancer. In addition, Elven Society does not believe in killing or
destruction as an end to itself, and as such they abhor professions that train for this sort of thing
exclusively, or with such focus as to be considered so, and thus they cannot train as Assassins or
Shamans.

Max stats:
Str: Strong (18) Int: God-like (25) Wis: Sagacious (21)
Dex: Quick (23) Con: Average (16) Charisma: Disarming (21)

See also: 'ELVEN NAMES', 'ELVEN SPEECH', INHERENT, SWIFTSTRIKE

SWIFTSTRIKE
Syntax: This is an automatic, inherent ability.

The keen eyes and hands of the high-elves have long served them well in battle, often atoning for their
lack of brute strength. A high-elf who can keep his eye on an opponent can slip in additional strikes in
combat that are nearly impossible to block.

The Swiftstrike skill requires a weapon of any type in the primary hand. It is most effective when
combined with a broad background in physical combat, such the teachings of the warrior guild. It relies
on speed and finesse to be maximally effective.

Wood-Elf
WOOD-ELF WOOD-ELVES WOODELF WOODELVES 'WOOD ELF' 'WOOD ELVES'
Wood-elves broke off from the high elves long ago and chose to linger in the twilight of the woods instead
of honing their minds and gaining the magical skill of the high elves. They have gradually changed from
their high-elven roots and are now slightly stronger and heartier than high elves or dark-elves. Instead of
following the pure morality of the high-elves, the wood-elves have become concerned with balance, with
the cycles of nature, the fragility of life, the inevitability of death.

Wood-elves prefer nature over magic and generally find themselves feeling out of place in cities and
towns. Their coloring can vary considerably, almost as much as humans, but most wood-elves have light
brown hair and ivory skin (a shade darker than the fair skin of high elves).

Due to their many years in the wilds, wood-elves can walk quietly there, although not so quietly as other
elves. Like high-elves, though, wood-elves are burned by the touch of iron and may see in the dark with
infravision. Wood-elves must stay balanced, or neutral, in their morality and have chaotic tendencies.

Wood-elves are naturally adept at a number of nature-oriented skills if their class normally receives them.
These include but are not limited to Camouflage, Fashion Staff, and Entangle. These skills will either be
easier to learn or will work better for wood-elves.


Max stats:

Str: Strong (19) Int: Super-Genius (23) Wis: Sagacious (21)

Dex: Deft (24)   Con: Healthy (17)      Cha: Disarming (22)

Wood-elves may be Warriors, Rangers, Druids, Bards, and Healers.

Dark-Elf (Drow)
Dark-elves are a race of renegade elves who have turned their energy toward evil. They are inherently
intelligent but have neglected intellectual studies and become very nimble from years of generations of
thievery and mischief. Like elves, dark-elves have infravision and can walk unnoticed. Dark elves must
stay evil to cast any spells they might know. Those who turn to good are frowned upon. Dark-elves are
burned by the touch of mithril. Dark-elves are of slight build and average 5'6" in height. Their skin is the
color of ebony, and their hair has been known to be anything from white/silver to dark-grey.

Due to their magical nature, Dark-elves of most classes are naturally adept with faerie fire.

Max stats:
Str: Strong (18) Int: God-like (24) Wis: Sagacious (21)
Dex: Deft (24) Con: Average (16) Chr: Charismatic (18)

Dark-Elves may be Warriors, Thieves, Transmuters, Invokers, Necromancers, Conjurers, Assassins, Anti-
Paladins, Healers, and Shaman.

See also: 'INHERENT', 'FAERIE FIRE', 'TETH AZELETH'

Half-Elf and Half-Drow
Half-elves are a cross-breed between a human and any of the three pure races of elves. They are not
quite as astute and wise as pure elves but tend to be more sturdy and strong. Like pure elves, half-elves
see in the dark with infravision. Depending on their parents, a half-elf is usually anywhere from 5'6" to
6'4", and their more slender builds belie their elven blood. Their skin tones vary, reflecting their heritage
on both sides. Unlike elves, half-elves are able to grow facial hair.
Their blood leaves them vulnerable to metals forbidden to their elven ancestors; descendants of high
elves and wood elves cannot handle iron, and those of drowish descent will be burned by mithril.
Because of their mixed lineage, though, they are only half as vulnerable as their elven parent.
Furthermore, they are able to hold and sacrifice (but not wear) items of these metals where full-blood
elves cannot.

Half-elves and half-drow move quietly in natural terrain.
Max stats:

Str: Strong (19) Int: Super-genius (21) Wis: Sagacious (21)

Dex: Quick (21) Con: Healthy (19)        Cha: Charismatic (20)

Half-elves gain additional power in the prime stat of their chosen class. Warriors may choose their prime
stat and gain +3 in it, with the exception of Dexterity for half-elves, not half-drow, which yields +1 Strength
and +2 Dexterity as a result.

Half-Elves of any heritage may be of any alignment and any class but Berserker. Their beliefs and
training often reflect the culture in which they are raised.

Gnome
Gnomes are a race of small beings known for their remarkable wisdom and ingenuity. Driven by a thirst
for enlightenment and knowledge, most gnomes spend their many years isolated from the outside world,
content to occupy themselves with meditation, education, and innovation. This same thirst inspires a few
adventurous gnomes to travel and acquire what wisdom and experience they cannot glean from their
small, self-absorbed communities.

All gnomes take a sort of detatched, intellectual view of the world, resulting in a neutrality that stems from
the belief that "good" and "evil" are the narrow-minded concepts of less enlightened cultures. Common
gnomish wisdom teaches that gnomes who stray from this deep-seated perspective will lose their great
focus, much to their personal detriment.

Gnomes average three feet tall, with complexions varying from dusky to pale. Hair and eye coloration
can vary dramatically, as can their relative weight. Most gnomes prefer a simple style of dress and
demeanor, favoring humble styles, though some are known to prefer elaborate symbols in their clothing
and jewelry. Contrary to popular misconception, gnomish intellect is neither frantic nor scatterbrained,
with most gnomes being contemplative, even tempered, and deliberate in their words and actions.

Their small stature leaves them vulnerable to bashing, and centuries of experimentation with toxic
substances have caused them to aquire a resistance to poison. All gnomes possess an innate knack for
lore and identification, and their keen eyes are able to see clearly in the dark.

Max stats:

Str: Strong (18) Int: Super-genius (23) Wis: Profound (25)

Dex: Dextrous (20) Con: Healthy (18)       Cha: Charismatic (19)

Gnomes may become Warriors, Thieves, Transmuters, Invokers, Conjurers, Druids, Shapeshifters, and
Healers.

Svirfnebli
Also known as deep gnomes, the svirfnebli are a race of short, wise beings that inhabit the vast caverns
and deep subterranean reaches of Thera. They are slightly larger than their surface cousins, though still
seldom exceed much more than three and a half feet in height. They are most renowned for their
dedication to stone, possessing an empathic link to the earth that is almost supernatural. Svirfneblin
societies are even rumored to grow and harvest their own gems and crystals, and elemental mages of
svirfneblin blood possess a heightened affinity for earth magic. All svirfnebli possess the inherent ability to
temporarily transform their leathery skin into a hardened stone-like layer through this connection to the
earth. It is also said that this mystical link to the most material of elements prevents them from being
tricked by basic magic into perceiving a material being or thing as invisible. Like their surface cousins,
their small frames leave them vulnerable to blunt attacks, but their earth-toughened bodies leave them
resistant to magic, poison, and disease.

Svirfnebli have coarse, pale complexions that vary from mottled grey to alabaster white, with skin that is
frequently gnarled with irregular growths and callouses. Their large, light-sensitive eyes are capable of
seeing perfectly in the dark, and are most commonly black but can vary in brilliant deep hues that sparkle
like gemstones. Their hair is coarse and wiry, and can be of grey, white, or metallic hues.

Due to their singular dedication to the earth, svirfnebli must remain neutral. Those who stray from the
path of balance often suffer dire spiritual consequences.

Max stats:
Str: Herculean (22) Int: Genius (18) Wis: Sagacious (22)
Dex: Dextrous (20) Con: Hearty (22) Cha: Charismatic (19)

Svirfneblin may become Warriors, Thieves, Transmuters, Invokers, Conjurers, Shapeshifters, and Healers.

See also: 'INHERENT', 'STONE SKIN', 'SVIRF SPEECH'

Stone Skin
Syntax:
    cast 'stone skin'
    inherent 'stone skin'

Stone skin is used to harden the skin until it resembles stone. It acts to both deflect blows, as well as to
lessen their impact, granting some resistance to all forms of attack.
Svirfnebli can use this ability inherently.

Shapeshifters can cast the spell upon themselves, or enliven it while in form.

Arial
ARIAL ARIALS
Though the true origins of this race of bird-creatures have been lost to history, most likely due to the
scarcity of written Arial historical documents regarding their origin, their most ancient songs and legends
describe them as having descended from the great birds that populated the skies of Thera in the distant
past. Due in part to this avian ancestry, Arials prefer to make their homes and dwellings in high,
mountainous locations, somewhat removed from the other races, or 'walkers' as they are called.

Arials are slightly above average in height, ranging from about 6 to 7 feet, and are slender in build. They
are covered in feathers and have wide wings upon their backs that grant them the ability to fly. Their
colorations will vary, though the general layout, types, and lengths of their feathers follow a racial pattern.
Not all Arials have prominent beaks or talons, but these features of their avian ancestry are present, if
somewhat understated, in their entire race.

Due to their short lifespans, arial society has divided itself into two paradigms. The first group (which
arials see represented by Shokai) choose to devote themselves fully to a cause and to the duty of that
cause. These individuals tend to be very focused and steadfast in their goals and rarely waver from their
tasks.

The second group (which arials see represented by Pico) believe that life is too short for anything other
than the pursuit of personal freedom. Often described as aloof and flighty, these arials believe in the
pursuits of the little things and that nothing is greater than a life well-lived. Due to the two extremes in
arial culture, many arial sages have coined the phrase 'between the wings of freedom and the talons of
duty lies the answer'.
Because they tend towards being lean and muscular, lightning causes intense physical pain to Arials, as
it contracts their muscles around their angular bone structure with little else to insulate or cushion the
damage. The inherent buoyancy of their feathers and bodies that grant them the ability of flight and make
them more at home in the air has the unwelcome side effect of greatly restricting their ability and desire to
venture below the surface of the water, and makes them more vulnerable to water-based attacks.
Though their wings give them the power of flight, they are equally at home on the ground.

Their lack of patience (most Arials believe that hesitation makes for a wasted life) and lack of long-term
dedication make them unsuitable for the guildhall of Paladins; most Squires who would follow that path
are directed instead to the Shaman or Warrior guild. This lack of patience coupled with their preference
for the open spaces of the sky and plains make them too difficult to train as Rangers; those who seek the
paths of nature are usually directed to the guildhall of the Druids. Those Arials who join the guildhall of
Invokers have a natural affinity for air-related magic.

Max stats:
Str: Strong (19) Int: Super-genius (23) Wis: Wise (20)
Dex: Deft (25) Con: Healthy (18)       Cha: Charismatic (18)

Arials may become Warriors, Thieves, Assassins, Bards, Transmuters, Invokers, Conjurers,
Necromancers, Shapeshifters, Anti-Paladins, Shaman, Healers, and Druids.

See also: 'ARIAL DESCRIPTION', 'INHERENT', 'FLIGHT', 'WINGSWEEP'

Flight


Syntax: inherent 'flight'

An arial can choose to fly or not fly with this toggle. Each time it is used it will cost a small amount of
movement. When the arial is flying there will be a flight affect in their affect list.

Arials who have extended their wings for flight cannot wear clothes like robes about their bodies.
Conversely, those arials who tuck their wings in to stop flying cannot wear clothes designed for their
wings.

See also: ARIALS

Wingsweep

Syntax: inherent 'wingsweep'

Using their powerful wings and a great exertion of strength it is possible for an arial to create a mighty
gust of wind. There is a chance to hit everyone in the room, though the more agile may avoid the brunt of
the attack. It is possible that flying dirt and debris will blind your enemies temporarily, and a small chance
to knock them down.

Storm Giant
Housing themselves in cities deep within the oceans or on or around the realm's lakes and rivers, storm
giants have developed a keen empathy for the troubles and trials of man. This empathy has placed
in them a strong sense of loyalty, allowing them to become lifelong allies and companions to even the
most uncommon of acquaintances, a common saying within taverns being, 'Once the ally of the giants of
blue, their heart and blade shall ever stay true.' While often referred to as 'Gentlekind', these giants
should by no means be taken for granted. Often thought irrational, storm giants will frequently
be impulsive in their decisions for the greater good of a situation, which may often cause friction within
their current cause. Participating in rituals of faith and endurance starting in their youth, these pious
giants have been known to spend their time in prayer within the eye of a storm, something which has bred
into them greater fortitude against lightning.

As with all giants, their size grants them excellent understanding of both bashing and enhanced damage,
while imparting them with a resistance to the blows of normal weaponry. Averaging nearly 13' in height,
they are the tallest of the more civilized giant races, though the conditions of their development within the
realm's waters has led them to not be as strong. Storm giants tend to have bluish or green skin and hair.

Max stats:
Str: Titanic (24) Int: Genius (17) Wis: Wise (17)
Dex: Dextrous (17) Con: Hearty (21) Cha: Charismatic (17)

Storm Giants may become Warriors, Paladins, Shamans, and Healers.

See also: 'STORM GIANT SPEECH', 'STORM GIANT BACKGROUND', 'INHERENT',

'CALL LIGHTNING'

Syntax:
    cast 'call lightning' <target>
    commune 'call lightning' <target>
    inherent 'call lightning' <target>

By calling down a bolt of lightning from the heavens, a player may strike someone in the same area who
is in their PK range. The weather must be poor enough that lightning can be called down from the skies.
If there are no clouds or rain, then there will be no lightning. Naturally, calling lightning is impossible
when one is indoors or underwater.

Storm Giant Speech
Unlike many other types of giants, storm giants have little variation in their speech. This is often
attributed to their innate empathy for the other races of the realm, which has caused them to incorporate
many foreign customs into their own lives. Whether trading jewelry or livestock cultivated from the
oceans, or through missionary work, they have adapted to speaking the languages of man. Ultimately,
they will speak the common language fairly well, and have little difficulty communicating with other races.

See also: 'STORM GIANTS', 'STORM GIANT BACKGROUND'

Storm Giant Background
The first children of Thera, the giants were created to test the creation powers of the gods. Large and
intelligent, they made these giants in their own image to wander the realm. Consuming vast amounts
of resources and hungering endlessly for more power, the giants covered every spectrum of alignment
throughout the realm. Eventually, however, they fell from the favor of the gods, being cast away as a
failed experiment. Those of their offspring that were deemed worthy of existence were scattered deep
within the oceans and volcanoes, while those held in highest favor were granted the gift of limited flight
and placed high in the mountains, forests, and valleys of the northwest. All were commanded to sleep,
and decades passed as the storm giants slumbered, their enormous bodies growing only slightly frailer
than the other giants.

Eventually, summoned by the Mages of Chaos, an enormous storm blew across the oceans and rivers
where the giants slept. Holding a fury which the realm had never seen, the storm shook to life the cold
and inanimate giants. Taking the storm as both a gift of life, as well as a sign of anger, they sought out its
depths with penitence in their hearts. Hundreds of storm giants died to the strikes of lightning and
harsh winds during the months of The Great Storms, though the pious and dedicated nature of these first
giants has survived to this day within the race. Many storm giants feel a strong need to find religious
acceptance, a desire so deep within their culture that few other walks of life are even contemplated
seriously. Even still, some will find themselves embracing their size and strength in an attempt to bring
about righteousness through combat and arms. As a whole, their society is highly structured, mimicking
that which is found in most kingdoms of man, though holding in high regard the tenets of nobility, loyalty,
compassion, and faith.

Cloud Giant
Living on high mountains or in small, primitive villages, cloud giants are known for their impartiality
regarding the politics of the more populated cities, in turn making them fairly naive and vulnerable to the
tricks and guises of the other races. Naturally able to fly (but without wings), these giants are as at home
in the air as they are on the ground. Due to their size and toughness, they are resistant to weapons, and
possess a natural affinity for the arts of bashing and enhanced damage, enabling them to excel in most
forms of combat. Strong leaders, cloud giants are known to have insight into many combat situations, yet
will often become perplexed when encountering new or deceptive tactics. In addition to this, their
environment has conditioned them against extremes of cold. Indifferent to the wars of light and dark,
cloud giants must stay neutral at all times, as an ancient curse has left them god-fearing and vulnerable
to the holy and negative powers of the realm. Civilized cloud giants average about 12' in height and are
known for their pale complexions and white hair. Because of their long periods of isolation from other
races, Cloud giants have very little immunity from most simple diseases, and are quite vulnerable to
illnesses that other races would scarcely notice.

Max stats:
Str: Titanic (25) Int: Average (16) Wis: Wise (17)
Dex: Average (16) Con: Hearty (22) Cha: Charismatic (18)

Cloud Giants may become Warriors, Rangers, Healers, and Druids.

See also: 'CLOUD GIANT BACKGROUND', 'CLOUD GIANT SPEECH'

Cloud Giant Speech
Those cloud giants who were raised among their own race tend to have a specific way of speaking. It is
very common for a cloud giant to refer to the self or others in the third person: "Byntok is hungry. Byntok
wants Goruhn's food." In addition to this, the native language used by cloud giants race does not use
articles (such as a, an, or the), a habit that often results in cloud giants skipping them in casual
conversation with outsiders. Their language is not as elaborately developed as some of the
other languages of the realm, as cloud giants find little value in the embellishment and finesse common to
them. This results in their sentences generally being very short and to the point, with words chosen for
clarity above other purposes.

Cloud giants who were not raised among their own kind lack these habits, and conform more closely to
the speech patterns of the society among which they were raised.

Cloud Giant Background
The first children of Thera, the giants were created to test the creation powers of the gods. Large and
intelligent, they made these giants in their own image to wander the realm. Consuming vast amounts of
resources, and hungering endlessly for more power, the giants covered every spectrum of beliefs
throughout the realm, though they eventually fell from the favor of the gods and were cast away as a
failed experiment. Those of their offspring that were deemed worthy of continued existence were
scattered deep within the oceans and volcanoes, while those held in highest favor were granted the gift of
limited flight and placed high in the mountains, forests, and valleys of the northwest. Each of them were
commanded to sleep, and sleep they did for untold centuries.
Much later, The Mages of both Order and Chaos woke the giants of the mountains to enlist aid in their
wars. They were eventually deceived by one of the chaos mages of highest standing, 'Delleis the
deceiver', who convinced many of the impartial, uncaring giants to oppose their brothers and sisters.
These giants, having a natural affinity for leading soldiers and waging war, battled each other endlessly,
nearly destroying themselves. Angered that the giants had slipped back into mortal lands, and intent on
stopping one of their creations from destroying themselves, the Violet Spider poured into them an intense
fear and reverence of the Divine, cursing them to forever be frail against the holy and unholy
consequences of the gods and their agents. Cowering from their own creator's wrath, many of the giants
fled back to the last place of solace, the harsh, cold mountains and valleys of the northwest where they
grew and thrived as farmers and hunters. After many centuries of this isolated, simple life they regained
insight into worship, most often of nature or battle. Through much hardship, the will and strength of the
race has endured from the beginning, allowing them to eventually dare to venture into the realm just as
those of the volcanoes and seas began to wake.

Fire Giant
At home within the deep and harsh volcanoes of the realm, the fire giants are known for their cruel
dealings with the other races of the realm. Embracing brute strength rather than intelligence, these giants
make excellent warriors, preferring all forms of warfare over the subtle hand of diplomacy and trade.
Showing true loyalty only to direct blood relations, their temper often leads them to hasty action, guided
more by emotion than logic. In addition, their disdain for compassion and disregard for most life has left
them little less than unwelcome in most places around the realm, something which many fire giants take
pride in.

Due to the conditions of their volcanic homes, they have been tempered against the extremes of fire,
making them highly resistant to its effects. However, this has left them vulnerable to extreme cold. Like
all giants, their size has made them naturally adept at bashing and producing blows of enhanced damage,
while taking little pain from the wounds of weapons. Not as tall as the other civilized giants, these
brutes tend to be 10 to 11 feet tall, yet their unrelenting intensity has granted them greater physical
fortitude than the others. Favoring combat of a physical nature, they are susceptible to mental attacks.
The complexion of a fire giant is very dark, with some of the race having almost black skin. Nearly all fire
giants have dark orange hair over most of their body.

Max stats:
Str: Titanic (25) Int: Average (15) Wis: Wise (17)
Dex: Average (16) Con: Hearty (23) Cha: Charismatic (17)

Fire Giants may become Warriors, Anti-Paladins, and Shamans.

See also: 'FIRE GIANT SPEECH', 'FIRE GIANT BACKGROUND', 'INHERENT', 'LAVAWALK'

Lavawalk
Syntax: inherent 'lavawalk'

Focusing on their heritage, fire giants can make themselves nearly immune to fire, ignoring almost all the
pain. At the same time, they become that much more vulnerable to freezing attacks.

Fire Giant Speech
The speech of the fire giants is something that many may refer to as 'simple.' Having little patience for
the rambling and often indirect aspects of diplomacy, these cruel giants keep their sentences short and to
the point. In addition, they often underestimate the need for secrecy, at times found being goaded into
blurting out plans or schemes, making them terrible confidants. Due in part to their strong reluctance to
trade, formal language skills within fire giant society are scarce at best. This, unfortunately, provides
them with little knowledge of most common vocabulary, and their understanding of obscure words is
nearly nonexistent.
Fire Giant Background

The first children of Thera, the giants were created to test the creation powers of the gods. They made
these large and intelligent giants in their own image to wander the realm. Consuming vast amounts of
resources and hungering endlessly for more power, the giants covered every spectrum of alignment
throughout the realm. Eventually, however, they fell from the favor of the gods, being cast away as a
failed experiment. Those of their offspring that were deemed worthy of existence were scattered deep
within the oceans and volcanoes, while those held in highest favor were granted the gift of limited flight
and placed high in the mountains, forests, and valleys of the northwest. All were commanded to sleep,
which they did for untold years.

Much time passed as the fire giants, encased in the jagged rocks of the realm's volcanoes, slumbered on.
Noticing the emergence of the storm and cloud giants, the gods summoned forth horrific changes to the
fire giants' environment. Eruptions, fierce earthquakes, and boiling, acrid water churned throughout the
depths of their volcanic homes. Awaking to the pain of existing in such a place, the fire giants grew to
despise all others blessed with a comfortable life. Forming a society was difficult in the earliest of years,
as only the strongest were permitted to live, invoking what is known as the 'One Law'. This law,
translated best to simply mean, 'Strength,' was the lifeblood of their society. Loyalty, compassion, honor,
and peace held no place in their culture outside of their immediate family, as the rise to power and the
training of warriors could not be held back by such precepts. It was many years before the realm knew of
the fire giants' existence, though eventually scholars and traders dared traverse their villages. One such
scholar, known to the fire giants as 'The Teacher' brought with him knowledge of things unheard of to the
giants- magic. It is unknown entirely how he came to teach them, whether willing or through torture, but
what little the giants understood was twisted and adapted for warfare. With the foundation of strength
deep within their hearts, some fire giants grew to seek power elsewhere, slipping into the realm and
joining what few guilds would accept to teach them.

Felar
The Felar (FEE-lar) are a race created by magic from the great cats. For long years in their past, the Felar
were enslaved by wizards to serve as familiars. The scars of this servitude still show in the relative
weakness and dull wits of the Felar. They are renowned, however, for their agility and their "nine lives".
It is said a Felar can withstand blows in battle (or from an angry master) that would kill a human outright.
Felar is both the male and plural term, and Fela refers to a single female Felar.

"Felars" is not a word.

The thick fur of the Felar makes them resistent to cold, but also very vulnerable to fire. They also abhor
water and are liable to drown in it. Because of their fear of water, they will never travel below its surface
for long periods of time, preferring quick trips underwater with lots of time on the surface in between.
Despite heavy modification by their former masters, the Felar retain the large claws and fangs of their
ancestors. This gives them the ability to inflict extra damage during a fight, but the claws are not fully
retractable. With class specific training, Felar can learn to walk unnoticed like other races, but their claws
prevent them from sneaking from birth without such training. The Felar are also famed for their street
fighting ability. The Felar are not generally very adept with magics, due both their wits and ancient roots,
and some of the Felar still resent the mages, anyway. Even in darkness, Felar can see with their
infravision.

The wars of freedom were long ago, however, so many younger Felar are willing to forgive and forget,
and some have even begun to dabble in the magic that once imprisoned them. Felar tend to be smaller
than humans, averaging about 5' in height. They have very muscular builds, though, more so than would
be expected. Fur on Felar can run from almost none to 90% of their body covered. Their colorings vary.

Felar may only dual wield their claws as a second weapon, and cannot use the cross skill with any
usefulness. Because of their nimbleness and agility, Felar can also get free claws attacks while wielding
two handed weapons.
Max stats:
Str: Strong (17) Int: Genius (17) Wis: Wise (20)
Dex: Quick (23) Con: Hearty (23) Cha: Charismatic (17)

Felar may become Warriors, Thieves, Rangers, Assassins, Anti-Paladins, or with certain restrictions,
Shapeshifters. They may be of any ethos and alignment.

'PACK SENSE' PACKSENSE
Syntax: Automatic Inherent Ability

Buried deep within the felar psychology is the pride of the pack. When felar fight alongside one another,
the latent pack sense rises to the surface and they operate in conjunction to land more accurate and
powerful blows in combat. This instinct can inspire felar to great deeds, as it gives them a feeling of
safety and invincibility.

'FERAL GROWL'
Syntax: inherent 'feral growl'

Dredging into their ancestry and focusing on the torments endured by their ancestors, the felar are able to
frenzy themselves to hit harder and more accurately, as well as shrug off the effects of magic. This is
more powerful than similar skills such as Warcry and Bless, and cannot be used in conjunction with them.

Orc
Orcs are taller than humans and often deformed or misshapen. Their race was originally crafted by the
Dark Gods from fallen Elves as a poor imitation of the Elven race. After generations of inbreeding and
corruption, very little of their original Elven heritage remains. Their skin color varies from a pale gray or
yellow to dark mottled colors and is often pock-marked or scabrous. Their ears are somewhat pointed
like that of Elves but may be blunted or distorted. They are thick-browed and remarkably strong despite
having wiry limbs. As with other races, there are variations in appearance among Clans, some being
hairless, some with tusks, etc. Orcs are cunning but woefully stupid, strong but cowardly, and use pure
brute strength in plowing through their opponents. Greed, fear, and rage drive the writhing brain of the
Orc. Living together in Clans, only a single Chief can lead the Clan village. A village shaman oversees
the selection of the Chief as well as other rituals integral to the culture. See HELP CLANCHIEF for more
information regarding the Chief selection process.

Living in squalor since the time of their creation, Orcs have a strong immune system and can eat things
that would poison a Human, with no ill affects. They are able to hide within caves, swamplands, and
within their own Clan villages. However, as creatures of darkness, Orcs are easily damaged by light-
based attacks. All Orcs are evil and are too quarrelsome and bestial to ever be orderly in nature.
Although they aren't skilled enough to become true pickpockets, Orcs can learn how to steal from one
another. Because of their bitter hatred of Elves (and Wood-Elves) they will attack either on sight when
berserking and strong enough to do so.

Max stats:
Str: Herculean (23) Int: Average (15) Wis: Average (16)
Dex: Dextrous (18) Con: Vigorous (24) Cha: Repulsive (13)

Orcs are automatically of the Berserker class and gain experience faster when grouped with other Orcs.

Berserker
The Orc Berserkers are trained to destroy, without much thought or skill behind their actions. Though
cowardly at heart, the Berserkers often place themselves in harm's way when thrashing about in combat,
causing harm to their prey and themselves alike.
Berserkers have no prime statistic like the other classes, since they are the innate class of all player Orcs.
Some of their abilities are available only to the Clan Chief: Assemble Horde, Rally Forces, and Demand
Tribute. Only one Berserker in any given clan can be level 51(Chieftain) at any given time.

Orc Clanchief

Each Orc Clan can only have one (level 51) Chief at any given time. To challenge the Chief's position an
Orc must be 50th level and must approach the Clan's shaman and say: "I challenge the throne of the
Clan." If the current Chief (PC or NPC) is present in the realms he will be alerted of the challenge by the
shaman. While challenged, the Chief is restricted from using level 51 skills. If the challenger ever leaves
the shrine after making the challenge, they will lose the challenge. Once both opponents are inside the
shrine the fighting can begin. If either opponent tthen dies or leaves the shrine, they lose the challenge
as well as a level of experience (and accompanying skills). The winner of the challenge becomes the
new Chief. There are no restrictions on what may happen in battle during a challenge for the throne.

ADAPT
Syntax: adapt <mundunugu/skrugga/shig-ru/mamlauk>

When an orc earns his 35th level, he begins to finally rise above the pitiful peons and sows that comprise
the vast majority of the orc population. Only the strongest and most cunning of orcs are physically and
cognitively capable of attaining such a status amidst a life of such cruel brutality. In order to continue to
survive in this atmosphere of fierce and savage competition, an orc must begin to adapt to new
challenges and various hardships. He must compensate for his age by adopting skills beyond simply the
heavy-handed tactics of younger orcs, prove his worth to his chief by displaying particular cunning, and
demonstrate that his abilities are intimidating enough to assure that the ever-greater number of orcs
beneath him continue to possess ample motivation to submit.

These specialized skills to which the strongest of orcs adapt are, however, carefully-watched secrets. It is
said that a clan chief is capable of denying this knowledge to an orc that he deems as weak, worthless, or
disobedient.

See also: MUNDUNUGU, SKRUGGA, SHIG-RU, MAMLAUK, SQUELCH

Minotaur
Minotaurs are large beasts with humanoid bodies and the head and hooves of bulls. Strong but
unintelligent, they cannot reproduce among their own kind; every minotaur is male and they can only
further the race by polluting the wombs of human females during their violent rites of blood sacrifice and
procreation which leads to their rarity in the realm. They are tall and hairy, with sharp and dangerous
horns. Their bovine mouths make it difficult for them to speak the Common Tongue.

Due to their size and strength they can shrug off many physical attacks. Because of their obstinate
nature and unnatural heritage they are immune to fear and will only retreat from battle if it is strategically
sound. All Minotaurs are neutral or evil in alignment. Minotaurs have an inherent ability to gore.

Max stats:
Str: Herculean (23) Int: Average (16) Wis: Sagacious (22)
Dex: Dextrous (19) Con: Hearty (21) Cha: Repulsive (11)

Minotaurs may only become Warriors and Shamans.
Gore
With this automatic skill, Minotaurs have the ability to impale opponents with one or both of their horns.
On smaller targets, the Minotaur can then toss the opponent to throw them off-balance momentarily. This
is a race-specific skill and is available to Minotaurs of any class.
Creates lag for victim and is automatic for Minotaur, no lag.*

Inherent Racial Abilities
Syntax: inherent

The inherent command is used to display your characters list of racial inherent skills. They are listed in
order of level, with mana cost and/or percentage and/or reuse timer listed where applicable. Inherent
skills do not need be practiced in a guild.

Syntax:
    inherent <ability> <target>
    inherent '<multi-word ability>' <target>

The <target> is optional. Many inherent abilities which need targets will use an appropriate default target,
especially during combat.

If the ability name is more than one word, then you must quote the ability name. Example: inherent 'faerie
fire' kobold. Quoting is optional for single-word abilities. You can abbreviate the ability names.

See also the help sections for individual abilities.



                                                CABALS
CABAL CABALS
Cabals (Pronounced "Kuh-BALL") are clans of characters dedicated to a cause. This cause is the sole
purpose uniting the cabal, and its members strive to bring about this purpose. They also seek to
influence the other cabals to believe that their cabal is superior.

The following cabals have made their way into this world:

Battleragers, Haters of Magic                    "Battle"
Acolyte of the Golden Sun                        "Acolyte"
Heralds of the Eternal Star                      "Herald"
Scions of Eternal Night                          "Scion"
The Blood Tribunal                               "Tribunal"
The Holy Brigade of the Phoenix                  "Maran"
The Empire                                       "Empire"
The Outlanders of Thar-Eris                      "Outlander"

The information given in HELP PHILOSOPHY and HELP <cabal name> will assist in further describing
the goals of each of these organizations.

Cabals have special hideouts, each with a special item that gives members special powers. Cabals
whose special item is in another cabal's shrine lose their special powers! (Each cabal has an inner and
outer guardian, to get your own item back you'll have to kill your enemy's outer guardian, to get their item
you'll have to kill the inner guardian. To make your enemy lose their powers, give their item to your own
inner guardian.)
It is not intended that everyone be caballed. Some people prefer the independence of solo operating, as
they are less swayed by politics and restrictions and have more freedom of action and association.

Joining a cabal is intended as a lifelong affiliation. Those who quit or are kicked out of a cabal are often
punished for leaving. Cabal hopping is highly disapproved of.

For more info on individual cabals or joining one, ask a cabal member or post a note to that cabal. The
final word on what a cabal's requirements and acceptance standards can only be answered by the
immortal/mortal leadership of a cabal.

Note: These are not called Clans in this realm. Clan generally refers to the social structure of the orcs.

See also: STORY PHILOSOPHY BATTLE HERALD ACOLYTES SCION TRIBUNAL MARAN2 EMPIRE
OUTLANDER 'CABAL QUESTIONS'


Cabal Philosophies
PHILOSOPHY
Here is a general philosophy of each of the known cabals.

BattleRager: BattleRagers live for combat, and look down on those who need magic to survive. They
hate mage magic and all who dabble in the mystical arts, and shun the use of clerical supplications.

Fortress: The Fortress of Light is home to all those who hold the values of the Light foremost in their
hearts. They are divided into two separate and distinct parts: The Holy Brigade of the Phoenix and
the Acolytes of the Golden Sun.

Heralds: The entertainers at the Inn of the Eternal Star. This group is the merriest of Thera and run an
Inn for their enjoyment and yours. Telling stories, drinking, dancing, gambling, and much more are their
favorite pastimes.

Scarab: The Cult of the Ruby Scarab rallies under the idea that all men share the same dark core and
that enlightenment is achieved through realization of the Will. Those that are slaves to useless
inventions such as morality and compassion are to be converted or destroyed. Those that are
unfocussed and leave their Will undiscovered and untapped are regarded with contempt as the Profane.

Scion: The Scions of Eternal Night are led by magi who have learned to tap the darkest of energies.
They bargain with powers most men would fear to contact, and will stop at nothing for their personal
gain. Deception, ambition, and manipulation are their hallmarks, and they are said to draw power from
the night itself.

Tribunal: The enforcement of the laws and the protection of the cities are the priorities of all Tribunal
members. The world exists in two halves: right and wrong. Their word is law and their judgement final.
Maintaining peace and order in the protected cities is the main focus of the Magistrates.

Empire: Order and civilization, through whatever ruthless means necessary. Those of the Empire seek
to rise through its seven echelons as high as they can, before death or betrayal by their fellows reduces
them to nothing once more.

Outlander:The Outlanders of Thar-Eris seek to end the damage done to the world by the actions of
civilization. Their members walk many paths, from the wily trickster to the contemplative naturalist to the
cunning outlaw.

Keep in mind these are only general guidelines. See also: CABAL STORY BATTLE FORTRESS
HERALD OUTLANDER SCARAB SCION TRIBUNAL WARLOCK NEXUS EMPIRE
                                GETTING HELP IN-GAME

Praying For Help from Immortals
PRAY
Syntax: pray <message>

Use this command to send a message to all the immortals who are available at the time. If you need to
talk to a specific god, put their name in the message -- you can even just do pray <name>.

All Immortals and Implementors will hear all prays, even those with a specific name attached.

DO NOT ABUSE this privilege!!! Do not do multiple prays or prays without a good reason.

'PRAY EXTRA'

Four easy steps to praying to immortals

1. Don't pray asking for equipment or restores or heals or to be rescued if you are lost and/or stuck, we're
not going to help you with things like that. DO pray about people violating rules, bugs in the game, to
make sure that you are not in an off-limits area, and sudden changes to stats that shouldn't have
happened, etc. Don't pray to us about being killed or looted, or to have us perform tasks you can do
yourself or with other mortals, such as locating corpses. For any questions you might have we will only
give general responses.

Example: 'pray I died and don't know what will happen next.'. Another example would be: 'pray I think
that Merlin and KingArthur are both the same person.' Please don't just type in 'pray'. If you want a
response, tell us what you are praying about. If only one or a few imms can answer your pray, then go
ahead and put their names in the pray. But, if you do pray for a specific imm or imms, and none of them
are on then the other imms who are on at the time probably won't answer, so only specify someone if they
are really the only ones who can help you.

2. Now, you've sent up a pray. Wait for a response. You can go to sleep, we can send tells to sleeping
people. If no one responds in a 10-15 minutes, then send up a second pray, but DON'T send up multiple
prays at once. If still no one responds, then you can send up prays every couple of minutes as long as
you want, until someone responds. If you have a very specific pray, though, then just write that
immortal(s) a note about it. Yes, we do read our notes. If you think it's really urgent, then continue
praying once every five minutes or so (if you feel like it) until someone logs on, but notes are a
better way to catch someone if no one is on initially.

3. Now, if someone has responded to your pray, then tell them the problem and they will try to deal with it
or refer you to a higher level immortal. Remember there are a lot of people who play this game so we get
bogged down with prays sometimes, so try to be patient. If the immortal doesn't deal with the problem to
your satisfaction, instead of getting pissed at the immortal, write a note about it to the implementors. In
fact, if you *ever* have a problem with any immortal (including an imp) write a note about it to the imps
(the format would be: note to Nordewin BoltThrower Pico Jullias Drokalanatym Sebeok Yanoreth
Zulghinlour), and we will investigate the situation and punish as necessary. If one of the imps was the
problem, then write about it to the others, of course. If you have a problem with all of the imps, then you'd
probably be happier finding another mud to play on.

4. If you abuse the pray channel by praying for restores, corpse retrievals (when a reboot isn't imminent),
equipment, special attention, etc, or if you demand an unusually large amount of attention from immortals,
then we will probably get sick of hearing from you. Now, a number of people who play this mud never
pray at all which is fine with us (although we would like it if you prayed if you see a bug or a rule violation).
Then there is a large section of people who pray about normal things and we appreciate them for being
patient. Then there are a few people who are either new and pray for restores, pray 'hey, someone just
killed me!' or some other stupid pray like that and the people who have been around for a long time who
think they can insult the imms because they've been around a long time. Try not to be in this last group.
You will have a much better time playing here if you respect us and we will respect you. Just try to
remember that we put a lot of hours of hard work into this mud for your playing enjoyment. Every
immortal has spent at least a few hours working on something for the mud and the implementors have all
spent thousands or more. I hope if you all read this that we can avoid misunderstandings in the future.
This mud has been open since 1994, and it doesn't show signs of going down soon, so if you're planning
on being a long term player here, work with the immortals instead of against them.

--- The Implementors of the Carrion Fields.


Newbie Channel
'NEWBIE CHANNEL' NEWBIECHANNEL
Syntax
newbie (by itself toggles the channel on and off)
newbie <message> (this sends your message to the channel)

The newbie channel is for players from level 1 to 15.

The newbie channel is a place where you can seek help from fellow newbies and from the immortals of
the game. This channel is for those levels 1-10. This channel is not a place to chat or to seek groups but
a place to ask questions that are relevant to being new to mudding or CF. If you need directions, check
your maps first. You can get more maps with the OUTFIT command or buy them at a cartographer.
Please do not ask about items or quest information - including when a quest does not appear to be
working. When something appears broken, use pray. (See help PRAY)

If you suspect a rules problem (illegal name, spamming, etc.), do not use the newbie channel to report it.
Instead, use the PRAY command and an Immortal will handle the matter privately.

Be sure not to use Internet slang like 'u', 'r', and 'thx' on the newbie channel. While the channel is out of
character, we do expect people to spell things out. It helps you become accustomed to using language
properly while interacting with others in character. (See help LANGUAGE)

You automatically hear the newbie channel. If you accidentally turn the channel off, simply type 'newbie'
to turn it on again. If you wish to ask a question type 'newbie' followed by your question. (i.e., 'newbie
How do I find out how much I have to level?') To turn off the channel just type 'newbie' again.

Remember that people asking questions over this channel are often very new to Carrion Fields. Please
be respectful and patient with fellow players.

If you can't seem to get an answer in the game, you may also look at the forum on the web for your
answers, or post a new question to be answered by another player or immortal. You can find it at
http://forums.carrionfields.com

See Also: NEWBIE1 NEWBIE2 NEWBIE3 LANGUAGE SPEECH PRAY


Other Administrative Questions
ADMIN EMAIL E-MAIL

The Implementors [60]    imps@carrionfields.com
=================================================

BoltThrower     boltthrower@carrionfields.com


Drokalanatym    drokalanatym@carrionfields.com


Jullias         jullias@carrionfields.com


Nordewin        nordewin@carrionfields.com


Pico            pico@carrionfields.com


Sebeok          sebeok@carrionfields.com


Yanoreth        yanoreth@carrionfields.com


Zulghinlour     zulghinlour@carrionfields.com


Valguarnera     valguarnera@carrionfields.com



The Creators [59] and Supremacies [58]

=================================================

Amaranthe       amaranthe@carrionfields.com


Arvam           arvam@carrionfields.com
Kastellyn          kastellyn@carrionfields.com


Khasotholas        khasotholas@carrionfields.com


Scarabaeus         scarabaeus@carrionfields.com


Shokai             shokai@carrionfields.com
Email to all immortals can be sent to imms@carrionfields.com

				
DOCUMENT INFO